blast007 | hmm, also betting that our code that is supposed to play a sound multiple times if you passes you multiple times (in the event of you teleporting or respawning) doesn't handle non-standard world sizes since the max time is calculated only when the audio device is opened | 00:21 |
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blast007 | think I've narrowed the pop issue down to recalcEventIgnoring since if I bail out of that immediately and comment out the 'event->setIgnoring(true);' in the innerAudioLoop() for case SoundCommand::WORLD_SFX, there's no pop | 00:32 |
SpringTank | i have no idea what any of those functions do, but *sounds* interesting. | 01:00 |
OkinaMatara | lol, nice pun. | 01:04 |
blast007 | :) | 01:22 |
blast007 | recalcEventIgnoring is the function that handles when to play world sounds | 01:27 |
SpringTank | function name that has nothing to do with what the function does. Got it. | 01:52 |
SpringTank | i would have went with something like "playWorldSound(int initialSpeed, char* soundName)" | 01:53 |
OkinaMatara | Probably this is why most people end up confused as they look through the code. | 02:02 |
blast007 | it kinda does. it updates the ignoring status of the sound event. | 02:03 |
blast007 | ignoring means the sound won't play. | 02:03 |
OkinaMatara | That's kind of reversed imo, any reason it shouldn't be more of "play sound if it meets x conditions", unless it makes the code less readable? | 02:07 |
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blast007 | Not sure I understand your question. That is what it does. | 03:37 |
OkinaMatara | I kind of got the impression based on "it updates the ignoring status of the sound event.", so at least from what I understand, it just ignores the status of a sound event (perhaps by setting some flag) vs simply skipping via better sorting of the conditionals. | 03:44 |
OkinaMatara | (Although I'd have to check the code to see how it's all handled, this is just a guess on my part.) | 03:45 |
blast007 | that functions *sets* the ignored flag | 04:05 |
blast007 | it's a boolean | 04:05 |
OkinaMatara | Thanks for the info blast. | 04:27 |
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macsforme | blast007: that's cool that the embedded branch ran on that phone... thanks for trying that | 05:14 |
macsforme | ashvala: I might be jealous of your new laptop | 05:14 |
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blast007 | so I *think* I've narrowed down the pop sound to code that fades in/out sounds | 12:45 |
blast007 | or at least, that contributes to it | 12:55 |
blast007 | with the fade code commented out I'm getting no pops | 12:56 |
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SpringTank | that's cool | 15:20 |
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blast007 | it seems like if I limit 'fadeIn[n] * leftAtten + fadeOut[n] * e->lastLeftAtten' to a maximum of leftAtten (and the same for right) that the audio pops go away | 16:29 |
blast007 | I'm just not entirely sure what that is supposed to be doing | 16:29 |
blast007 | like, why are we using both fadeIn and fadeOut values on the same sample? | 16:29 |
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SpringTank | maybe the original intention was to keep pops from happening with some audio files? | 17:34 |
SpringTank | and that's why it fades in/out | 17:34 |
blast007 | I don't think it's fading out the end of the audio event though | 18:11 |
blast007 | it's only working with the first 16 samples | 18:11 |
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