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:
Glenn Maynard
2004-05-02 23:54:39 +00:00
parent 89f9660a6a
commit 712e1ec445
3 changed files with 27 additions and 10 deletions
+14 -3
View File
@@ -72,7 +72,9 @@ RageSound::RageSound():
databuf.reserve(internal_buffer_size);
/* Register ourself. */
ID = SOUNDMAN->RegisterSound( this );
SOUNDMAN->RegisterSound( this );
ID = SOUNDMAN->GetUniqueID();
}
RageSound::~RageSound()
@@ -98,8 +100,11 @@ RageSound::RageSound(const RageSound &cpy):
*this = cpy;
/* Register ourself. We have a different ID than our parent. */
ID = SOUNDMAN->RegisterSound( this );
/* Register ourself. */
SOUNDMAN->RegisterSound( this );
/* We have a different ID than our parent. */
ID = SOUNDMAN->GetUniqueID();
}
RageSound &RageSound::operator=( const RageSound &cpy )
@@ -605,6 +610,12 @@ void RageSound::StopPlaying()
max_driver_frame = 0;
pos_map.Clear();
/* We may still have positions queued up in RageSoundManager. We need to make sure
* that we don't accept those; otherwise, if we start playing again quickly, they'll
* confuse GetPositionSeconds(). Do this by changing our ID. */
ID = SOUNDMAN->GetUniqueID();
// LOG->Trace("StopPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
m_Mutex.Unlock();