- SW/Exhumed fixed sound relinking on actor destruction.

This still passed the sprites instead of the actors. Moved the relinking code to DCoreActor::Destroy because it is the same for all games.
Also did a little bit of sound cleanup to ensure the sound backend does not hold stale actor pointers.
This commit is contained in:
Christoph Oelckers 2021-12-15 18:51:14 +01:00
parent 7c5080f654
commit d1f088a858
8 changed files with 66 additions and 57 deletions

View file

@ -35,6 +35,7 @@
#include "build.h"
#include "coreactor.h"
#include "gamefuncs.h"
#include "raze_sound.h"
// Doubly linked ring list of Actors
@ -367,6 +368,21 @@ DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool tail)
void DCoreActor::OnDestroy()
{
FVector3 pos = GetSoundPos(&spr.pos);
soundEngine->RelinkSound(SOURCE_Actor, this, nullptr, &pos);
// also scan all other sounds if they have this actor as source. If so, null the source and stop looped sounds.
soundEngine->EnumerateChannels([=](FSoundChan* chan)
{
if (chan->Source == this)
{
if (chan->ChanFlags & CHANF_LOOP) soundEngine->StopChannel(chan);
else chan->Source = nullptr;
}
return 0;
});
if(link_stat == INT_MAX) return;
int stat = link_stat;

View file

@ -216,50 +216,61 @@ void S_SerializeSounds(FSerializer& arc)
{
FSoundChan* chan;
GSnd->Sync(true);
GSnd->Sync(true);
if (arc.isWriting())
{
// Count channels and accumulate them so we can store them in
// reverse order. That way, they will be in the same order when
// reloaded later as they are now.
TArray<FSoundChan*> chans = soundEngine->AllActiveChannels();
if (chans.Size() > 0 && arc.BeginArray("sounds"))
if (arc.isWriting())
{
for (unsigned int i = chans.Size(); i-- != 0; )
{
// Replace start time with sample position.
uint64_t start = chans[i]->StartTime;
chans[i]->StartTime = GSnd ? GSnd->GetPosition(chans[i]) : 0;
arc(nullptr, *chans[i]);
chans[i]->StartTime = start;
}
arc.EndArray();
}
}
else
{
unsigned int count;
// Count channels and accumulate them so we can store them in
// reverse order. That way, they will be in the same order when
// reloaded later as they are now.
TArray<FSoundChan*> chans = soundEngine->AllActiveChannels();
soundEngine->StopAllChannels();
if (arc.BeginArray("sounds"))
{
count = arc.ArraySize();
for (unsigned int i = 0; i < count; ++i)
if (chans.Size() > 0 && arc.BeginArray("sounds"))
{
chan = (FSoundChan*)soundEngine->GetChannel(nullptr);
arc(nullptr, *chan);
// Sounds always start out evicted when restored from a save.
chan->ChanFlags |= CHANF_EVICTED | CHANF_ABSTIME;
for (unsigned int i = chans.Size(); i-- != 0; )
{
// Replace start time with sample position.
uint64_t start = chans[i]->StartTime;
chans[i]->StartTime = GSnd ? GSnd->GetPosition(chans[i]) : 0;
arc(nullptr, *chans[i]);
chans[i]->StartTime = start;
}
arc.EndArray();
}
arc.EndArray();
}
// Add a small delay so that eviction only runs once the game is up and runnnig.
soundEngine->SetRestartTime(I_GetTime() + 2);
}
GSnd->Sync(false);
GSnd->UpdateSounds();
else
{
unsigned int count;
soundEngine->StopAllChannels();
if (arc.BeginArray("sounds"))
{
count = arc.ArraySize();
for (unsigned int i = 0; i < count; ++i)
{
chan = (FSoundChan*)soundEngine->GetChannel(nullptr);
arc(nullptr, *chan);
// Sounds always start out evicted when restored from a save.
chan->ChanFlags |= CHANF_EVICTED | CHANF_ABSTIME;
}
arc.EndArray();
}
// Add a small delay so that eviction only runs once the game is up and runnnig.
soundEngine->SetRestartTime(I_GetTime() + 2);
}
// Check if there's actor sounds without an actor. This can happen if a savegame is badly timed with a freshly destroyed actor.
soundEngine->EnumerateChannels([](FSoundChan* chan)
{
auto eng = static_cast<RazeSoundEngine*>(soundEngine);
if (eng->SourceIsActor(chan) && chan->Source == nullptr)
{
eng->StopChannel(chan);
}
return 0;
});
GSnd->Sync(false);
GSnd->UpdateSounds();
}
//==========================================================================

View file

@ -50,10 +50,6 @@ DBloodActor* InsertSprite(sectortype* pSector, int nStat)
int DeleteSprite(DBloodActor* actor)
{
auto sp = &actor->s();
FVector3 pos = GetSoundPos(&actor->s().pos);
soundEngine->RelinkSound(SOURCE_Actor, actor, nullptr, &pos);
#ifdef NOONE_EXTENSIONS
for (auto& ctrl : gPlayerCtrl) if (ctrl.qavScene.initiator == actor) ctrl.qavScene.initiator = nullptr;
#endif

View file

@ -76,8 +76,7 @@ void deletesprite(DDukeActor *const actor)
{
if (actor->s->picnum == MUSICANDSFX && actor->temp_data[0] == 1)
S_StopSound(actor->s->lotag, actor);
else
S_RelinkActorSound(actor, nullptr);
actor->Destroy();
}

View file

@ -553,12 +553,6 @@ int S_PlayActorSound(int soundNum, DDukeActor* actor, int channel, EChanFlags fl
S_PlaySound3D(soundNum, actor, &actor->s->pos, channel, flags));
}
void S_RelinkActorSound(DDukeActor* from, DDukeActor* to)
{
FVector3 pos = GetSoundPos(&from->s->pos);
soundEngine->RelinkSound(SOURCE_Actor, from, to, &pos);
}
void S_StopSound(int sndNum, DDukeActor* actor, int channel)
{
sndNum = GetReplacementSound(sndNum);

View file

@ -42,7 +42,6 @@ void S_WorldTourMappingsForOldSounds();
int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0, float vol =0.8f);
int S_PlaySound3D(int num, DDukeActor* spriteNum, const vec3_t* pos, int channel = CHAN_AUTO, EChanFlags flags = 0);
int S_PlayActorSound(int soundNum, DDukeActor* spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0);
void S_RelinkActorSound(DDukeActor* from, DDukeActor* to);
void S_MenuSound(void);
void S_StopSound(int sndNum, DDukeActor* spr = nullptr, int flags = -1);

View file

@ -532,9 +532,6 @@ void DeleteActor(DExhumedActor* actor)
return;
}
FVector3 pos = GetSoundPos(&actor->s().pos);
soundEngine->RelinkSound(SOURCE_Actor, &actor->s(), nullptr, &pos);
if (actor == bestTarget) {
bestTarget = nullptr;
}

View file

@ -765,9 +765,6 @@ void KillActor(DSWActor* actor)
actor->clearUser();
}
FVector3 pos = GetSoundPos(&actor->s().pos);
soundEngine->RelinkSound(SOURCE_Actor, &actor->s(), nullptr, &pos);
// shred your garbage
sp->clear();
actor->Destroy();