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Sound fixes #3716
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Merged
Sound fixes #3716
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Member
KJeff01
commented
Mar 29, 2024
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edited
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- Fixed generator power hum appearing while loading saves and disappearing after coming back onto the home map (put it in effects). I turned it into a one-shot sound so it doesn't need a special function to stop it, and this also prevents an ancient issue where deconstructing the power-generator still had this sound looping as it was being demolished.
- Prevent Oil derrick pump sound from persisting onto offworld maps where they would be on the home map.
- Fixed audio pause state never being set, add a few more (hopefully not problematic).
- Cleanup.
- Rename some confusing function names.
Prevents this sound from appearing mid-saveload if the camera is positioned near a generator. Also fixes the hum sound disappearing after coming back from an away mission. Made this a "one-shot" sound so it does not need an explicit `audio_StopObjTrack()` to stop it.
Do not need to explicitly stop this sound as the audio system can detect if samples are tied to dead objects.
With this patch `g_bAudioPaused` checks will finally do something if enabled. Fixed any issues that would have come up from this check working, such as avoiding the pause check in `audio_PlayTrack()` which plays in-game menu sounds for example.
So we don't need to check `g_bAudioPaused` directly in various places.
Renamed `audio_CheckSameQueueTracksPlaying()` as it was not very clear on what it actually does.
`audio_CheckSame3DTracksPlaying()` was not clear on what it actually does.
Just going to disable the pause stuff for now. I have something huge coming up after this. |
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