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fix wrong vag stream playing sometimes (#1608)
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parent
7084742a3d
commit
5de9547d07
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@ -601,6 +601,12 @@ u32 ISOThread() {
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StopVAG(in_progress_vag_command);
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ReleaseMessage(in_progress_vag_command);
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in_progress_vag_command = nullptr;
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// added. this variable seems to determine whether a vag stream is actually playing, and it is
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// possible to get into a scenario where (for example) you want to unpause a vag stream but a
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// different sound command hasn't run yet to correct this value, which makes the game either
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// play the wrong sound or crash right away if no actual sound is to be played with the vag
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// stream
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unk = 0;
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}
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////////////////////////////
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@ -157,7 +157,7 @@ void PlayVAGStream(FileRecord* file,
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void SetVAGStreamVolume(s32 volume) {
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auto cmd = GetVAGCommand();
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cmd->cmd_id = 1029;
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cmd->cmd_id = SET_VAG_VOLUME;
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cmd->messagebox_to_reply = 0;
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cmd->thread_id = 0;
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cmd->volume = volume;
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@ -166,7 +166,7 @@ void SetVAGStreamVolume(s32 volume) {
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void SetDialogVolume(s32 volume) {
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auto cmd = GetVAGCommand();
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cmd->cmd_id = 1030;
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cmd->cmd_id = SET_DIALOG_VOLUME;
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cmd->messagebox_to_reply = 0;
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cmd->thread_id = 0;
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cmd->volume = volume;
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@ -186,7 +186,7 @@ void StopVAGStream(VagDirEntry* vag, u32 priority) {
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void PauseVAGStream() {
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auto cmd = GetVAGCommand();
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cmd->cmd_id = 1027;
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cmd->cmd_id = PAUSE_VAG_STREAM;
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cmd->messagebox_to_reply = 0;
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cmd->thread_id = 0;
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SendMbx(iso_mbx, cmd);
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@ -194,7 +194,7 @@ void PauseVAGStream() {
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void UnpauseVAGStream() {
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auto cmd = GetVAGCommand();
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cmd->cmd_id = 1028;
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cmd->cmd_id = CONTINUE_VAG_STREAM;
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cmd->messagebox_to_reply = 0;
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cmd->thread_id = 0;
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SendMbx(iso_mbx, cmd);
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@ -1560,18 +1560,15 @@
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(toggle-pause)
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)
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(when (or (not *progress-process*) (can-go-back? (-> *progress-process* 0)))
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(if (or (logtest? (-> *cpad-list* cpads 0 button0-rel 0) (pad-buttons select r3 start)) ;; push pause
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(and ;; controller lost
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(logtest? (-> *cpad-list* cpads 0 valid) 128)
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(if (or (cpad-pressed? 0 select r3 start) ;; push pause
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(and (logtest? (-> *cpad-list* cpads 0 valid) 128) ;; controller lost
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(= *master-mode* 'game)
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(>= (the-as int (-> *display* base-frame-counter)) (the-as int (-> *game-info* blackout-time)))
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;; this is a hack. this is initialized to #x493e0. It prevents controller-loss pause from
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(>= (-> *display* base-frame-counter) (-> *game-info* blackout-time))
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;; this is a hack. this is initialized to (seconds 1000). It prevents controller-loss pause from
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;; triggering in the first few seconds of gameplay.
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(< (seconds 1003) (-> *display* real-frame-counter))
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)
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(and (logtest? (-> *cpad-list* cpads 0 button0-rel 0) (pad-buttons r2)) ;; debug press
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(paused?)
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)
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(and (cpad-pressed? 0 r2) (paused?)) ;; debug press
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*pause-lock*
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)
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(toggle-pause)
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@ -562,16 +562,15 @@
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)
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(defmethod update external-art-control ((obj external-art-control) (debug-print symbol))
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"Update this external-art-control. This validates the spool buffers, sorts the spools, advances str-play-queue, and does some other things.
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"Update this external-art-control. This validates the spool buffers, sorts the spools and queues the highest priority one, and does some other things.
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If debug-print, also prints some text to the display console"
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;; if somebody wants a reserve buffer, they will set this to 1.
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(if (nonzero? (-> obj reserve-buffer-count))
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(spool-push obj "reserved" 0 *dproc* (if (-> obj reserve-buffer)
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-110.0
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-0.5)
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)
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)
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-0.5
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)))
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;; frame-lock will get set to #t if something is assigned to this buffer in this update.
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(dotimes (v1-5 2)
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@ -590,18 +589,17 @@
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;; iterate over the two buffers
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(dotimes (s2-0 2)
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(when (and (file-status (-> obj buffer s2-0) (-> s3-0 name) (-> s3-0 parts)) ;; this buffer holds the file for the rec
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(not (-> obj buffer s2-0 frame-lock)) ;; and nothing has frame-locked this buffer
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)
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(not (-> obj buffer s2-0 frame-lock))) ;; and nothing has frame-locked this buffer
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;; so we frame lock it to prevent it from being kicked out
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(set! (-> obj buffer s2-0 frame-lock) #t)
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;; remember what buffer
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(set! (-> s3-0 buf2) (-> obj buffer s2-0))
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(set! (-> s3-0 index) (the-as int (-> obj buffer s2-0)))
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;; update owner and priority.
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(set! (-> obj buffer s2-0 pending-load-file-owner) (-> s3-0 owner))
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(set! (-> obj buffer s2-0 load-file-owner) (-> s3-0 owner))
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(set! (-> obj buffer s2-0 pending-load-file-priority) (-> s3-0 priority))
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(set! (-> obj buffer s2-0 load-file-priority) (-> s3-0 priority))
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(goto cfg-24) ;; buffer found, move on.
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(goto cfg-24)
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)
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)
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)
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@ -627,7 +625,7 @@
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;; do the assignment!
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(set! (-> obj buffer s2-1 frame-lock) #t)
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(set-pending-file (-> obj buffer s2-1) (-> s3-1 name) (-> s3-1 parts) (-> s3-1 owner) (-> s3-1 priority))
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(set! (-> s3-1 buf2) (-> obj buffer s2-1))
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(set! (-> s3-1 index) (the-as int (-> obj buffer s2-1)))
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(goto cfg-46)
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)
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)
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@ -657,20 +655,16 @@
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;; sort spool anims.
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(let ((s4-4 (the-as spool-anim #f)))
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(countdown (s3-2 3)
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(if (and (-> obj rec s3-2 name)
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(not (name= (-> obj rec s3-2 name) (-> obj active-stream)))
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)
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(set! s4-4 (-> obj rec 0))
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(if (and (-> obj rec s3-2 name) (not (name= (-> obj rec s3-2 name) (-> obj active-stream))))
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(set! s4-4 (the-as spool-anim (-> obj rec)))
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)
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)
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(if (and (-> obj preload-stream name)
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(or (not s4-4) (< (-> obj preload-stream priority) (-> s4-4 priority)))
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)
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(if (and (-> obj preload-stream name) (or (not s4-4) (< (-> obj preload-stream priority) (-> s4-4 priority))))
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(set! s4-4 (-> obj preload-stream))
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)
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(cond
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(s4-4
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(mem-copy! (&-> (-> obj last-preload-stream) type) (&-> s4-4 type) (size-of spool-anim))
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(mem-copy! (&-> (-> obj last-preload-stream) type) (&-> s4-4 type) 44)
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(str-play-queue (-> s4-4 name))
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)
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(else
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