mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 16:21:30 +02:00
so many bugs i cannot even breathe
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+34
-3
@@ -55,6 +55,14 @@ local currentMusic
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local pendingBuf -- a current-gen buffer popped from the worker but not yet
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-- queued because the Source was momentarily full
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-- Music holds playback while a fanfare owns the music channels (#398).
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-- Pausing the Source is not enough on its own: this module is what starts a
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-- chip song (immediately on the sync path, on the first worker buffer on the
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-- threaded one), so a song that begins during a jingle would come up
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-- underneath it. Music.duckForFanfare sets the hold, Music releases it when
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-- the jingle ends.
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local musicHeld = false
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-- ---------------------------------------------------------------------------
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-- worker management
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-- ---------------------------------------------------------------------------
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@@ -148,7 +156,7 @@ local function playMusicSync(data, header, allowLoops)
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currentMusic = { source = source, engine = engine, threaded = false,
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started = true, finished = false }
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fillSync(MUSIC_FILL_INITIAL)
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source:play()
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if not musicHeld then source:play() end
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return source
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end
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@@ -222,7 +230,7 @@ local function updateThreaded()
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end
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end
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end
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if not m.started then
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if not m.started and not musicHeld then
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if (MUSIC_BUFFER_COUNT - m.source:getFreeBufferCount()) > 0 then
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pcall(function() m.source:play() end)
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m.started = true
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@@ -245,7 +253,7 @@ end
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-- pause/resume behavior.
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function ChipAudio.ensureMusicPlaying()
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local m = currentMusic
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if not m or m.finished then return end
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if not m or m.finished or musicHeld then return end
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if m.threaded then
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if not m.started then return end
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local ok, playing = pcall(function() return m.source:isPlaying() end)
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@@ -263,6 +271,18 @@ function ChipAudio.ensureMusicPlaying()
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end
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end
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-- Silence the song for the length of a fanfare and start whatever was held
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-- back once it ends. Held state outlives a song change: Music.play may swap
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-- songs while the jingle is still sounding.
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function ChipAudio.holdMusic(held)
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held = not not held
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if held == musicHeld then return end
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musicHeld = held
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if held then return end
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ChipAudio.update()
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ChipAudio.ensureMusicPlaying()
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end
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-- Threaded playMusic returns an empty QueueableSource and only calls
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-- Source:play once the first worker buffer lands (~1 frame later). Until
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-- then Source:isPlaying is false -- callers that treat that as "song over"
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@@ -303,6 +323,17 @@ function ChipAudio.invalidate()
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if workerReady and cmdCh then cmdCh:push({ cmd = "invalidate" }) end
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end
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-- End the worker thread. LOVE waits for every live love.thread before the
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-- process exits and the worker's command loop only returns on "quit", so
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-- skipping this leaves the process running after the window is gone (#339).
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function ChipAudio.shutdown()
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ChipAudio.stopMusic()
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if workerReady and cmdCh then cmdCh:push({ cmd = "quit" }) end
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if worker then pcall(function() worker:wait() end) end
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worker, cmdCh, outCh = nil, nil, nil
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workerReady = false
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end
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-- Runtime mix for one hardware channel (1..4). Takes effect on the next
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-- synthesized buffer (live music) and on any SFX/cry rendered after the call.
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function ChipAudio.setChannelVolume(hw, scale)
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@@ -85,6 +85,7 @@ local function fanfareActive()
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local ok, playing = pcall(src.isPlaying, src)
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if ok and playing then return true end
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state.fanfare = nil
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require("src.core.ChipAudio").holdMusic(false)
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return false
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end
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@@ -94,6 +95,9 @@ end
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function Music.duckForFanfare(src)
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if not src then return end
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state.fanfare = src
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-- ChipAudio is what starts a chip song, so the pause below cannot hold one
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-- that has not started yet (nor one Music.play swaps in mid-jingle) (#398)
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require("src.core.ChipAudio").holdMusic(true)
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if state.source then
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local ok, playing = pcall(state.source.isPlaying, state.source)
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if ok and playing then
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@@ -111,6 +111,9 @@ local function played(kind, name, species)
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Runtime.emit("sound.played", { kind = kind, name = name, species = species })
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end
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-- returns the started source (nil headless, or when the def failed to load)
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-- so callers that block on a fanfare like the original's
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-- PlaySoundWaitForCurrent -> WaitForSoundToFinish can poll it
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function Sound.play(data, name)
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local sfx = data.audio and data.audio.sfx
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local def = sfx and sfx[name]
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@@ -120,6 +123,7 @@ function Sound.play(data, name)
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require("src.core.Music").duckForFanfare(src)
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end
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played("sfx", name)
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return src
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end
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-- Play a move's sound with its MoveSoundTable pitch/tempo modifiers
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