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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) diff --git a/src/assets/ba_data/python/baenv.py b/src/assets/ba_data/python/baenv.py index 1b4f59a6..963acf47 100644 --- a/src/assets/ba_data/python/baenv.py +++ b/src/assets/ba_data/python/baenv.py @@ -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 diff --git a/src/ballistica/base/audio/audio_server.cc b/src/ballistica/base/audio/audio_server.cc index b1de41dd..4d571b53 100644 --- a/src/ballistica/base/audio/audio_server.cc +++ b/src/ballistica/base/audio/audio_server.cc @@ -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); } diff --git a/src/ballistica/shared/ballistica.cc b/src/ballistica/shared/ballistica.cc index 73dc5530..65ce36ec 100644 --- a/src/ballistica/shared/ballistica.cc +++ b/src/ballistica/shared/ballistica.cc @@ -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 {