branchrust_reboot/main/soundmodulator_leakcancel

80 Commits over 91 Days - 0.04cph!

12 Days Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
12 Days Ago
Merge: from main Tests: none, trivial merge
15 Days Ago
Update: disable client-side sound pooling - Gives us time to track down the missing bad-pooling scenario Tests: on Craggy ran around, rode the zipline, hunted animals. Also left it to stew for a bit - no exceptions
17 Days Ago
Update: simplify MagnetCrane's audio handling - this is an experiemental change, as in theory it should help stuttering audio, but couldn't validate in practice Tests: while connected to a local staging server moved the arm and rotated the cabin(though I couldn't reproduce the original issue anyway)
17 Days Ago
Merge: from main Tests: none, no conflicts
23 Days Ago
Merge: from main Tests: Booted editor - no errors
23 Days Ago
Update: drop sound instances for variety of types on disable - HarborBridge - HarborCrane - PhoneDialler Tests: none, trivial changes
23 Days Ago
Bugfix: Stop DigitalClock from leaking sound instances when it's flags change - Also dropping sound refs on disable Tests: none, trivial change
23 Days Ago
Update: drop sound refs when vehicles are destroyed - Magnet Crane - MLRS - Modularcar Garage - VehicleModuleSeating - Traincar audio Tests: none, trivial changes
23 Days Ago
Update: drop sound refs when ScrapTransportHelicopter is destroyed Tests: none, trivial change
23 Days Ago
Clean: removing empty override method Tests: none, trivial change
23 Days Ago
Update: drop sound refs when AttackHelicopter is destroyed Tests: none, trivial change
23 Days Ago
Update: drop sound references when ground vehicle is disabled Tests: rode a pedal bike, jumped of and destroyed it with console commands - saw expected debug log
23 Days Ago
Undo: of the previous undo to ensure we don't hold dangling references Although the resources are cleaned up, the pointers are not so we end up with stale pointers on entity recycle Tests: none, trivial undo
23 Days Ago
Undo: Partial undo of recent work to remove unnecessary DoClientDestroy callbacks - Turns out we already invoke cleanup for sounds that are attached to network entities - meaning we don't need to manually handle it in these cases. Was confused why pedal bike wasn't leaking it's sounds on destroy, and tracked it down to above mechanism. Tests: Tested compound bow and flamethrower still work and don't leak sounds
24 Days Ago
Update: recylce RotateWhenOn's sound loop Tests: none, trivial change
24 Days Ago
Update: sanity-recycle sounds when procedural lift is disabled Tests: none, trivial change
24 Days Ago
Update: recycle SpinUp layer sounds on disable Tests: none, trivial change
24 Days Ago
Bugfix: Flamethrower now works if continuing fire after quickswitching Tests: in editor, did normal firing with quickswitching intermixed
24 Days Ago
Bugfix: Flamethrower sounds leaking or missing, pt1 - Recycle sounds when destroyed or holstered - Start play pilot sound on deploy (used to only take effect after firing) - Cleaned up a bunch of comments and whitespaces There's one more bug to do with holding the fire button while quick switching away and back to flamethrower, that's next. Tests: in editor fired and quick-switched away then monitored audio.printsounds
24 Days Ago
Bugfix: fixing misplaced call in CompoundBow Tests: none, trivial change
24 Days Ago
Bugfix: avoid leaking compound bow sound loop - Also added sound recycle on destroy It was just one instance that would be cleaned up on switch-back to bow per player. Tests: in editor pulled the bow till max, quick-switched away, checked via audio.printsounds that it was gone
24 Days Ago
Update: recycle sounds when destroying a BaseLiquidVessel Tests: none, trivial change
24 Days Ago
Update: recycle sounds when PhoneController is destroyed Tests: none, trivial change
24 Days Ago
Update: recycle sound when MobileInventoryEntity is disabled Tests: none, trivial change
24 Days Ago
Update: recycle sounds when RadiationOverlay is disabled Tests: none, trivial change
24 Days Ago
Update: recycle sounds on SoundFollowCollider disable Tests: none, trivial change
24 Days Ago
Update: CoalingTower stops it's effects on client side Shouldn't have any effect now since we don't despawn them, but will avoid pooling issues in the future if we suddenly start Tests: none, trivial change
25 Days Ago
Merge: from main Tests: Rode the zipline on craggy back and forward, ran around the island and monitored pooling logs
50 Days Ago
Merge: from main Tests: none
53 Days Ago
Merge: from main Tests: none
2 Months Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
2 Months Ago
Merge: from main Tests: ran around on craggy with logs
2 Months Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
2 Months Ago
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
2 Months Ago
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
2 Months Ago
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable) Tests: none, trivial change (same type of changes as previous)
2 Months Ago
Update: modular car's engine drops all sound resources on disable Tests: blew up a modular car
2 Months Ago
Update: AmbianceWaveSounds recycles sounds on disable Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
2 Months Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
2 Months Ago
Update: Tree now drops it's sound resources on client destruction - It also drops the Gain mod when fading out sound loop during fall Tests: cut down a tree, saw relevant audio events in logs
2 Months Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
2 Months Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
2 Months Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
2 Months Ago
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill - In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped - Train engine used to retain damage and engine reflection sounds (assume an accident/bug) Tests: none, trivial changes (same type of changes as previously)
2 Months Ago
Update: CargoShip drops sounds resources on disable - Also added a couple convenience StopXSound methods, since it has a bunch of different sounds. Tests: none, trivial change (same type of change as before)
2 Months Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
2 Months Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
2 Months Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
2 Months Ago
Update: Modular Vehicle drops sound resources on destruction Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.