Skip to content

music_mute_menu and looping tracks #8

@jmqw

Description

@jmqw

I found some issues with looping ambient audio tracks when music_mute_menu is enabled in tombati. When you leave the game paused long enough, you'll notice that the next iteration of the track is unmuted. When that iteration finishes, the track stops for good, even when you unpause the game. I traced the problem to this code in musicPlay:

    // this one will always be set back to true on the next tick
    *m_tombCDLoop = FALSE;

    // Calculate volume from current volume setting. The original code used
    // the hardcoded value 0x400400, which equals a volume of 25%.
    uint32_t volume = *m_tombCDVolume * 0xffff / 10;
    volume |= volume << 16;
    auxSetVolume(*m_tombAuxDeviceID, volume);

When the game is paused, m_tombCDLoop is never set back to true, which is why the track eventually stops. Setting the volume unmutes the track.

When I take this code out the problem is fixed, and no new issues seem to arise, i.e. no tracks loop that aren't supposed to, and the volume setting is still maintained. I'm using the WinMM wrapper with FLAC audio tracks you posted on tombraiderforums.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions