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Fix looping sounds - #1754

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VReaperV wants to merge 2 commits into
DaemonEngine:masterfrom
VReaperV:fix-looping-sounds
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VReaperV wants to merge 2 commits into
DaemonEngine:masterfrom
VReaperV:fix-looping-sounds

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@VReaperV

@VReaperV VReaperV commented Aug 13, 2025 •

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Fixes the magical quantum looping sound emitters that change their state when you stop observing them.

The effect can be very easily heard on the map spacetracks where the elevator music restarts whenever the speaker goes out of view without this fix.

Also removed a layer of useless functions in the surrounding code.

@slipher

slipher commented Aug 13, 2025

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For me this branch seems to break all non-looping sounds. For example firing a rifle makes no sound.

Anyway would this means we are perpetually mixing a bunch of dead sounds with 0 volume? Seems like it could cause performance problems

@VReaperV
VReaperV force-pushed the fix-looping-sounds branch from 33f5b4a to 82f6739 Compare August 13, 2025 20:13
@VReaperV

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For me this branch seems to break all non-looping sounds. For example firing a rifle makes no sound.

Fixed.

@VReaperV

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Anyway would this means we are perpetually mixing a bunch of dead sounds with 0 volume? Seems like it could cause performance problems

I've found a fix for this as well. I'll open a new pr later to use instead of this one, since it requires compat-breaking changes.

@VReaperV

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Anyway would this means we are perpetually mixing a bunch of dead sounds with 0 volume? Seems like it could cause performance problems

I've put the proper fix into #1756.

@VReaperV VReaperV closed this Aug 15, 2025
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VReaperV deleted the fix-looping-sounds branch August 15, 2025 08:01
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2 participants