[Not a bug] SNDSEQ: play/playuntildone issues

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SNDSEQ: play/playuntildone issues

Postby Jekyll Grim Payne » Fri Jul 09, 2021 6:20 am

This is a continuation of my struggle described here.

First of all, play and playuntildone seem to function completely identically. That seems like a bug to me.

Second, I decided to implement a fix for the issue described above physically into my sounds. Now the "start" sound includes both a start and a single loop sound playing over each other, then the "playrepeat" sound is just the looped sound alone. The idea is that the starting sound will play first, then the looped sound follows without any delays.

However, for some unknown reason in some sound definitions there's a tiny but very noticeable delay between the "play" and the "playrepeat" sounds.
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Jekyll Grim Payne
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: SNDSEQ: play/playuntildone issues

Postby Graf Zahl » Tue Aug 10, 2021 10:31 am

The difference between these two is that playuntildone will not execute any further commands as long as the sound is playing. 'play' will just allow to let execution continue.
The entire system runs on a single sound channel. This means that any 'play' while a non-waiting sound is playing won't be started without first stopping the old sound.

Your use case simply is not covered by the implementation.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Joined: 19 Jul 2003
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