fixed an issue with early ui sounds getting cut off

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Eric 2023-06-07 16:50:06 -07:00
parent 6e99e1a74a
commit aee8a0ce44
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5 changed files with 56 additions and 34 deletions

56
.efrocachemap generated
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@ -4072,26 +4072,26 @@
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@ -1,4 +1,4 @@
### 1.7.20 (build 21061, api 8, 2023-06-07)
### 1.7.20 (build 21063, api 8, 2023-06-07)
- This seems like a good time for a `refactoring` release in anticipation of
changes coming in 1.8. Basically this means that a lot of things will be
@ -280,6 +280,12 @@
exact class names instead of the 'game' shortcut.
- (build 21060) Fixed a bug where epic mode was not in slow motion (but sounds
still were hehehehe).
- (build 21062) The audio server no longer stops all playing sounds when it is
reset. This behavior was intented to keep game sounds from 'bleeding' out into
the main menu, but with app-mode-switches now causing resets just after launch
it is making some early UI sounds (such as the 'power-down' sound if a plugin
disappears) sound cut-off and broken. Please holler if you notice any sounds
that get 'stuck' playing after games/etc.
### 1.7.19 (build 20997, api 7, 2023-01-19)

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@ -28,7 +28,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 21061
TARGET_BALLISTICA_BUILD = 21063
TARGET_BALLISTICA_VERSION = '1.7.20'
_g_env_config: EnvConfig | None = None

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@ -644,10 +644,26 @@ void AudioServer::Process() {
}
void AudioServer::Reset() {
// Stop all playing sounds.
for (auto&& i : sources_) {
i->Stop();
// Note: up until version 1.7.20, the audio server would stop all playing
// sounds when reset. This would prevent against long sounds playing at
// the end of a game session 'bleeding' into the main menu/etc. However,
// these days, resets are becoming more common due to app-mode switches
// and whatnot, and the chances of cutting off an intended ui sound are
// growing. In particular, a 'power down' sound at launch when a plugin is
// no longer found is being cut off by the initial app-mode switch.
// So disabling the stop behavior for now and hoping that doesn't bite us.
// Ideally we should have sounds contexts so that we can stop sounds for
// a particular scene when that scene ends/etc. This would also fix our
// current problem where epic mode screws up the pitch on our UI sounds.
if (explicit_bool(false)) {
// Stop all playing sounds.
for (auto&& i : sources_) {
i->Stop();
}
}
// Still need to reset this though or epic-mode will screw us up.
SetSoundPitch(1.0f);
}

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@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21061;
const int kEngineBuildNumber = 21063;
const char* kEngineVersion = "1.7.20";
auto MonolithicMain(const core::CoreConfig& core_config) -> int {