If a sound is started, plays for a while, then stopped, repositioned and
started quickly, queued position data from the previous play will still be flushed. We clear already-flushed data in StopMixing (pos_map.clear()) so we don't have stale data, but some is being re-flushed afterwards because we have the same ID. Change sound IDs when stopping a sound. (The symptom was the first frame in Play mode in the editor would process using an old position; the position was usually later in the song, which sometimes marked hold notes as dead.)
This commit is contained in:
@@ -72,7 +72,9 @@ RageSound::RageSound():
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databuf.reserve(internal_buffer_size);
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/* Register ourself. */
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ID = SOUNDMAN->RegisterSound( this );
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SOUNDMAN->RegisterSound( this );
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ID = SOUNDMAN->GetUniqueID();
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}
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RageSound::~RageSound()
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@@ -98,8 +100,11 @@ RageSound::RageSound(const RageSound &cpy):
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*this = cpy;
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/* Register ourself. We have a different ID than our parent. */
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ID = SOUNDMAN->RegisterSound( this );
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/* Register ourself. */
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SOUNDMAN->RegisterSound( this );
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/* We have a different ID than our parent. */
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ID = SOUNDMAN->GetUniqueID();
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}
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RageSound &RageSound::operator=( const RageSound &cpy )
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@@ -605,6 +610,12 @@ void RageSound::StopPlaying()
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max_driver_frame = 0;
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pos_map.Clear();
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/* We may still have positions queued up in RageSoundManager. We need to make sure
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* that we don't accept those; otherwise, if we start playing again quickly, they'll
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* confuse GetPositionSeconds(). Do this by changing our ID. */
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ID = SOUNDMAN->GetUniqueID();
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// LOG->Trace("StopPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
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m_Mutex.Unlock();
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@@ -122,14 +122,11 @@ void RageSoundManager::Update(float delta)
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}
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/* Register the given sound, and return a unique ID. */
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int RageSoundManager::RegisterSound( RageSound *p )
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void RageSoundManager::RegisterSound( RageSound *p )
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{
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LockMut(g_SoundManMutex); /* lock for access to all_sounds and iID */
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g_SoundManMutex.Lock(); /* lock for access to all_sounds */
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all_sounds.insert( p );
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static int iID = 0;
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return ++iID;
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g_SoundManMutex.Unlock(); /* finished with all_sounds */
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}
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void RageSoundManager::UnregisterSound( RageSound *p )
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@@ -139,6 +136,14 @@ void RageSoundManager::UnregisterSound( RageSound *p )
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g_SoundManMutex.Unlock(); /* finished with all_sounds */
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}
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/* Return a unique ID. */
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int RageSoundManager::GetUniqueID()
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{
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LockMut(g_SoundManMutex); /* serialize iID */
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static int iID = 0;
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return ++iID;
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}
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void RageSoundManager::RegisterPlayingSound( RageSound *p )
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{
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g_SoundManMutex.Lock(); /* lock for access to playing_sounds */
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@@ -44,8 +44,9 @@ public:
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void StartMixing( RageSoundBase *snd ); /* used by RageSound */
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void StopMixing( RageSoundBase *snd ); /* used by RageSound */
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int64_t GetPosition( const RageSoundBase *snd ) const; /* used by RageSound */
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int RegisterSound( RageSound *p ); /* used by RageSound */
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void RegisterSound( RageSound *p ); /* used by RageSound */
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void UnregisterSound( RageSound *p ); /* used by RageSound */
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int GetUniqueID(); /* used by RageSound */
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void RegisterPlayingSound( RageSound *p ); /* used by RageSound */
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void UnregisterPlayingSound( RageSound *p ); /* used by RageSound */
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void CommitPlayingPosition( int ID, int64_t frameno, int pos, int got_bytes ); /* used by drivers */
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