Age | Commit message (Collapse) | Author |
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Warning: breaks compatibility with previous savefiles.
They were mostly broken anyway, locking any NPC who
waited for kActionEndSound when savefile was created.
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If Cath stands near the beginning or the end of a car,
looks at a door, and a NPC opens this door,
the volume of train noise is temporarily raised.
Controlled by variables SoundManager::_data{0,1,2},
renamed to be not so mysterious.
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Refactoring, no changes in behaviour.
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Now it works just like in the original game,
including fading where it is applicable
(e.g. in a passengers list if closing the list while a sound is playing).
By the way, p2s sequence is known as http://oeis.org/A000265 ,
p1s is 4 - A007814, and p2s[i]/2**p1s[i] is just i/16.
It is time to get rid of these arrays.
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Not very obvious, but noticeable e.g. when knocking on harem doors.
I suppose this is the problem that wiki describes
as "improper triggering of actions on sound end".
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The SoundFlag type is an enumeration which have a default underlying
type of unsigned int in most case.
Thus comparing this to -1 causes a compiler warning. Since the default
entity sound flag type is 0xFFFF... which is equivalent to -1, then
replacing this with the correct enum symbol fixes the issue and should
result in the correct behaviour. Examination of the resulting code line
seems to confirm that this is the correct expected logic.
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The backend runs its own sound thread anyway,
with the corresponding bookkeeping that we use.
We don't need yet another sound thread,
and it is always nice to not have something
that could change our structures from underneath us.
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Merge SoundFlag and SoundStatus into a single enum;
SoundEntry::setupStatus just casts one to another.
Keep only definitions of bits in SoundFlag; drop compound flags
like kFlagSteam = kSoundTypeAmbient | kSoundFlagLooped | kVolume7,
use ORed simple flags in calls; change the signature
of SoundManager::playSoundWithSubtitles to use uint32
instead of SoundFlag to avoid excess casting.
Add meaningful names to flags; add some comments.
Get rid of endian-unsafe SoundStatusUnion.
Fixes an issue with big-endian hosts.
No changes in behaviour on little-endian hosts.
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Wrong enum member used: (status & 0x7000000)
should be checked against 0x3000000, not against 3
(this is a check of sound type to skip menu sounds in savefiles).
Activate delay should not be compared with sound volume;
comparison with 0x8000000 is just a sanity check against overflow.
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Checked the logic against the original game
(to be precise, DOS English version from GOG, although I think
AI logic has no significant differences with other versions).
Fixed a *lot* of errors with varying visibility for the user.
Also, save+exit+load sometimes resulted in memory corruption like
((EntityParametersSSII*)(new EntityParametersIIII))->param8 = 0;
load operation did not restore the correct type of NPC logic context,
the default one was used (which also has the smallest sizeof).
Should be fixed now. Save+load is still unusable because it locks
everybody waiting for kActionEndSound (the sound state is not restored),
but, at least, it should not corrupt the memory. Hopefully.
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1003259, 1003260
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We cannot accurately skip over compressed data as it is not know before decoding how much data will be used
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- Add missing initializer/destructors
- Add some const modifiers
- Remove some unneeded casts
- Use enumeration values in switch constructs
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- Remove useless cache code
- Use helper function to get the proper sound entry
- Fix crash on using an invalid entry
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- Rename kSoundStatusRemoved to kSoundStatusClosed
- Rename kSoundStatusClear2 to kSoundStatusCached
- Remove sound cache handling
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- Add debug checks in soundFilter()
- Rename kSoundStatusClear1 to kSoundStatusFilterVariant
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- Move filtering to SoundEntry class
- Make some methods of SoundEntry class private
- Add methods to check if a StreamedSound/AppendableSound is done playing
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- Implement missing queue reset function
- Cleanup SoundManager::playLoopingSound()
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- Move entry-related functions to separate class
- Move enumeration to shared header and rename FlagType to SoundFlag
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