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Fix no-draw frames when exiting a level with custom assets
When exiting a level, music.init() gets called again, and every time it gets called after the first time it gets called, it will free all music tracks. To do so, it calls Mix_FreeMusic(). Unfortunately, if there is music fading, Mix_FreeMusic() will call SDL_Delay(), which will result in annoying no-draw frames. Meaning, the screen freezes and doesn't draw anything, and has to wait a bit before continuing. Here's the relevant piece of code from SDL2_mixer's music.c: if (music == music_playing) { /* Wait for any fade out to finish */ while (music->fading == MIX_FADING_OUT) { Mix_UnlockAudio(); SDL_Delay(100); Mix_LockAudio(); } if (music == music_playing) { music_internal_halt(); } } This is especially annoying if you're a TASer, because no-draw frames in a libTAS movie aren't guaranteed to last for a consistent number of frames when you change your inputs around. After this patch, as long as your computer can unmount and re-mount assets fast enough (it doesn't seem like mine can, unfortunately), then you won't get any freezes when exiting a level that has custom assets. (This freeze didn't happen when loading a level because the title screen music fadeout upon pressing ACTION had enough time to fully complete before the level got loaded.)
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1 changed files with 9 additions and 2 deletions
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@ -33,11 +33,18 @@ musicclass::musicclass()
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void musicclass::init()
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{
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for (size_t i = 0; i < soundTracks.size(); ++i) {
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for (size_t i = 0; i < soundTracks.size(); ++i)
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{
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Mix_FreeChunk(soundTracks[i].sound);
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}
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soundTracks.clear();
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for (size_t i = 0; i < musicTracks.size(); ++i) {
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// Before we free all the music: stop playing music, else SDL2_mixer
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// will call SDL_Delay() if we are fading, resulting in no-draw frames
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Mix_HaltMusic();
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for (size_t i = 0; i < musicTracks.size(); ++i)
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{
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Mix_FreeMusic(musicTracks[i].m_music);
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}
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musicTracks.clear();
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