- 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;