i_soundinbackground has side-effects

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phantombeta
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i_soundinbackground has side-effects

Post by phantombeta »

The "i_soundinbackground" CVar also makes the game not automatically pause when focus is lost in single-player. Why, you ask? Because someone though it'd be a good idea to handle it inside S_SetSoundPaused.
Not sure why anyone thought this was a good idea, but ok.
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Graf Zahl
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Re: i_soundinbackground has side-effects

Post by Graf Zahl »

WTF???
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Re: i_soundinbackground has side-effects

Post by Rachael »

Ooof. And here I was assuming that code didn't resort to such a hack.

If I am to be completely honest though - when this gets fixed I still would prefer to have the game run in the background, even if that's segregated into an option.
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Re: i_soundinbackground has side-effects

Post by drfrag »

Graf Zahl wrote:WTF???
What do you mean? If the game is paused how could you have sound in the background? Besides vid_active in background doesn't prevent the game from being paused.
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Re: i_soundinbackground has side-effects

Post by Graf Zahl »

The issue here clearly is that the playsim isn't paused - it's clear that it cannot pause the engine, but that's a completely different thing.
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Re: i_soundinbackground has side-effects

Post by drfrag »

But that's not a side effect, the idea was to have both sound effects and music in the background. The commit was "- implemented 'i_soundinbackground' to continue playing sounds and music while in the background." How to prevent the game from being paused then?
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Re: i_soundinbackground has side-effects

Post by Rachael »

drfrag wrote:But that's not a side effect, the idea was to have both sound effects and music in the background. The commit was "- implemented 'i_soundinbackground' to continue playing sounds and music while in the background." How to prevent the game from being paused then?
drfrag... you're missing the whole point.

The code that pauses the game is in the sound code, itself. It doesn't belong there.
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Re: i_soundinbackground has side-effects

Post by drfrag »

That's why i'm asking where it should be. So i still don't see it as a side effect. :) :?
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Re: i_soundinbackground has side-effects

Post by Rachael »

It should probably be in the main loop where it checks whether the menu or pause is active, not in the sound code.
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Re: i_soundinbackground has side-effects

Post by Gez »

This is something I wanted to complain about, but always just forgot.

I suffered from that while going through Avactor, where the maps are big enough that reloading a save took several seconds, causing me to alt-tab away. The save loading complete was indicated by hearing the marine's shout of pain as some random monster took potshot while I was busy elsewhere.

Anyway now I know I can get the old behavior back by turning off a CVAR.
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