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Fix regression with playing the same track after it fades out
With commit48313169b6
(PR #453), AllyTally added a single-case patch for a regression, instead of fixing it at its root cause. In fact, that commit only fixes the music if Presenting VVVVVV is playing while exiting to the menu, not if you enter a level that plays Presenting VVVVVV - so it only fixes it going one way, and not going the other way around; neither fixing also all the other cases this could happen. It doesn't, say, fix the case where you are exited to the menu automatically after collecting the last crewmate in the level (or if the level calls gamestate 1013 itself), which is what happens in my MIRA-VIU TAS video at the end, and which I noted in the description of that video ( https://www.youtube.com/watch?v=OYQO4ePbYW4&t=111 ). So, the problem here is that when musicclass::play() is called, it sees that currentsong is the same as its input, and decides that since the music is already playing, it shouldn't play the music again. Thus, the music fades out, and we get silence instead of the music playing again. But I said this was a regression. Why didn't this happen in 2.2? Well, it's because of the fact that 2.2 sets currentsong to -1 (no music playing at all) immediately when starting a fadeout, and not when the fadeout completes (commitfacb079b35
, PR #316). As you can imagine, this discrepancy could lead to bugs, given that the game would think that music wasn't playing when in actuality it was, but fixing this bug could also break code that expected this wrong behavior. And in this case, it has. So to properly fix the root cause of this, instead of naïvely single-case patching out every case that comes up randomly, in musicclass::play(), the function will now ignore if the input given is the same as currentsong if the music is currently fading out.
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@ -188,7 +188,7 @@ void musicclass::play(int t, const double position_sec /*= 0.0*/, const int fade
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safeToProcessMusic = true;
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safeToProcessMusic = true;
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musicVolume = MIX_MAX_VOLUME;
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musicVolume = MIX_MAX_VOLUME;
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if (currentsong == t)
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if (currentsong == t && Mix_PlayingMusic() != MIX_FADING_OUT)
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{
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{
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return;
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return;
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}
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}
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