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Remove some outdated/incorrect code that was causing some issues when multiple copies of a single sound were playing and just one of them needed to be stopped.
git-svn-id: https://svn.eduke32.com/eduke32@3080 1a8010ca-5511-0410-912e-c29ae57300e0
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901b1bff0f
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1 changed files with 6 additions and 13 deletions
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@ -406,6 +406,8 @@ static int32_t S_TakeSlot(int32_t num)
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uint32_t dist = 0, clock = UINT32_MAX;
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int32_t i = 0, j = 0;
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S_Cleanup();
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while (j < MAXSOUNDINSTANCES && g_sounds[num].SoundOwner[j].voice > 0)
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{
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if (g_sounds[num].SoundOwner[j].sndist > dist ||
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@ -767,18 +769,11 @@ void S_StopEnvSound(int32_t num, int32_t i)
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{
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if (i >= 0 && g_sounds[num].SoundOwner[j].voice <= FX_Ok)
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initprintf(OSD_ERROR "S_StopEnvSound(): bad voice %d for sound ID %d index %d!\n", g_sounds[num].SoundOwner[j].voice, num, j);
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else if (g_sounds[num].SoundOwner[j].voice > FX_Ok && FX_SoundActive(g_sounds[num].SoundOwner[j].voice))
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else if (g_sounds[num].SoundOwner[j].voice > FX_Ok)
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{
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FX_StopSound(g_sounds[num].SoundOwner[j].voice);
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// FX_SoundActive returning false could mean one of two things: we asked to stop the sound
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// right when it was done playing, or we lost track of a voice somewhere (didn't get the callback)
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// the first scenario resolves itself, and this addresses the second
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mutex_lock(&s_mutex);
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dq[dnum++] = (num * MAXSOUNDINSTANCES) + j;
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mutex_unlock(&s_mutex);
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S_Cleanup();
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break;
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return;
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}
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}
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}
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}
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@ -883,10 +878,8 @@ void S_ClearSoundLocks(void)
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int32_t i;
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for (i=g_maxSoundPos; i >= 0 ; i--)
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{
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if (g_soundlocks[i] >= 200)
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g_soundlocks[i] = 199;
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}
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for (i=0; i<11; i++)
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if (rts_lumplockbyte[i] >= 200)
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