IRC logs of Libera.Chat #BZFlag for Thursday, 2021-11-25

blast007hmm, 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 opened00:21
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blast007think 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 pop00:32
SpringTanki have no idea what any of those functions do, but *sounds* interesting.01:00
OkinaMataralol, nice pun.01:04
blast007:)01:22
blast007recalcEventIgnoring is the function that handles when to play world sounds01:27
SpringTankfunction name that has nothing to do with what the function does. Got it.01:52
SpringTanki would have went with something like "playWorldSound(int initialSpeed, char* soundName)"01:53
OkinaMataraProbably this is why most people end up confused as they look through the code.02:02
blast007it kinda does.  it updates the ignoring status of the sound event.02:03
blast007ignoring means the sound won't play.02:03
OkinaMataraThat'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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blast007Not sure I understand your question.  That is what it does.03:37
OkinaMataraI 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
blast007that functions *sets* the ignored flag04:05
blast007it's a boolean04:05
OkinaMataraThanks for the info blast.04:27
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macsformeblast007: that's cool that the embedded branch ran on that phone... thanks for trying that05:14
macsformeashvala: I might be jealous of your new laptop05:14
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blast007so I *think* I've narrowed down the pop sound to code that fades in/out sounds12:45
blast007or at least, that contributes to it12:55
blast007with the fade code commented out I'm getting no pops12:56
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SpringTankthat's cool15:20
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blast007it 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 away16:29
blast007I'm just not entirely sure what that is supposed to be doing16:29
blast007like, why are we using both fadeIn and fadeOut values on the same sample?16:29
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SpringTankmaybe the original intention was to keep pops from happening with some audio files?17:34
SpringTankand that's why it fades in/out17:34
blast007I don't think it's fading out the end of the audio event though18:11
blast007it's only working with the first 16 samples18:11
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