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- Fixed: S_EvictAllChannels() must replace the channel's start time with its
position when evicting sounds, because restarting the sound system causes the DSP clock to restart at 0, so start times that were recorded before the reset are no longer applicable after the reset. - Fixed: S_StopChannel() always set the channel's actor to NULL, eliminating origin information when resetting the sound system. SVN r1949 (trunk)
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parent
0e5f48adb4
commit
50b0340a56
4 changed files with 22 additions and 11 deletions
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@ -1,3 +1,11 @@
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October 29, 2009
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- Fixed: S_EvictAllChannels() must replace the channel's start time with its
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position when evicting sounds, because restarting the sound system causes
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the DSP clock to restart at 0, so start times that were recorded before
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the reset are no longer applicable after the reset.
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- Fixed: S_StopChannel() always set the channel's actor to NULL, eliminating
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origin information when resetting the sound system.
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October 28, 2009
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- Added Gez's patch for IWAD detection of Blasphemer and Action Doom 2.
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- Fixed: 0 damage projectiles did not call P_DamageMobj.
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@ -1741,6 +1741,11 @@ void S_EvictAllChannels()
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chan->ChanFlags |= CHAN_EVICTED;
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if (chan->SysChannel != NULL)
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{
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if (!(chan->ChanFlags & CHAN_ABSTIME))
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{
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chan->StartTime.AsOne = GSnd ? GSnd->GetPosition(chan) : 0;
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chan->ChanFlags |= CHAN_ABSTIME;
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}
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S_StopChannel(chan);
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}
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// assert(chan->NextChan == next);
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@ -2016,13 +2021,11 @@ void S_StopChannel(FSoundChan *chan)
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if (!(chan->ChanFlags & CHAN_EVICTED))
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{
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chan->ChanFlags |= CHAN_FORGETTABLE;
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}
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if (chan->SourceType == SOURCE_Actor)
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{
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chan->Actor = NULL;
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}
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}
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GSnd->StopChannel(chan);
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}
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else
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@ -1541,7 +1541,7 @@ FISoundChannel *FMODSoundRenderer::StartSound(SoundHandle sfx, float vol, int pi
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chan->setFrequency(freq);
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}
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chan->setVolume(vol);
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if (!HandleChannelDelay(chan, reuse_chan, !!(flags & SNDF_ABSTIME), freq))
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if (!HandleChannelDelay(chan, reuse_chan, flags & (SNDF_ABSTIME | SNDF_LOOP), freq))
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{
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chan->stop();
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return NULL;
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@ -1648,7 +1648,7 @@ FISoundChannel *FMODSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *
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chan->set3DAttributes((FMOD_VECTOR *)&pos[0], (FMOD_VECTOR *)&vel[0]);
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chan->set3DSpread(snd_3dspread);
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}
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if (!HandleChannelDelay(chan, reuse_chan, !!(flags & SNDF_ABSTIME), freq))
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if (!HandleChannelDelay(chan, reuse_chan, flags & (SNDF_ABSTIME | SNDF_LOOP), freq))
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{
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chan->stop();
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return NULL;
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@ -1685,7 +1685,7 @@ FISoundChannel *FMODSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *
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//
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//==========================================================================
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bool FMODSoundRenderer::HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *reuse_chan, bool abstime, float freq) const
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bool FMODSoundRenderer::HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *reuse_chan, int flags, float freq) const
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{
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if (reuse_chan != NULL)
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{ // Sound is being restarted, so seek it to the position
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@ -1695,7 +1695,7 @@ bool FMODSoundRenderer::HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *
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// If abstime is set, the sound is being restored, and
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// the channel's start time is actually its seek position.
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if (abstime)
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if (flags & SNDF_ABSTIME)
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{
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unsigned int seekpos = reuse_chan->StartTime.Lo;
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if (seekpos > 0)
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@ -69,7 +69,7 @@ private:
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static FMOD_RESULT F_CALLBACK ChannelCallback(FMOD_CHANNEL *channel, FMOD_CHANNEL_CALLBACKTYPE type, void *data1, void *data2);
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static float F_CALLBACK RolloffCallback(FMOD_CHANNEL *channel, float distance);
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bool HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *reuse_chan, bool abstime, float freq) const;
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bool HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *reuse_chan, int flags, float freq) const;
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FISoundChannel *CommonChannelSetup(FMOD::Channel *chan, FISoundChannel *reuse_chan) const;
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FMOD_MODE SetChanHeadSettings(SoundListener *listener, FMOD::Channel *chan, const FVector3 &pos, bool areasound, FMOD_MODE oldmode) const;
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