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ALAudio and custom coding

Posted: Sat Jul 03, 2021 7:04 am
by MrBin
Hello. I've mentioned in a previous post, that I'm working with a prototype of HP2 PC, which is based on UE1. Custom coding straight to the bone (both UnrealScript and CPP); and that is the problem.
I'm having... "sound leaks" of some sort: After playing for a good while (or rather, switching enough maps to reach 1/3 of the game), it will randomly reject playing random kinds of sounds. After two days, I haven't found any other particular pattern beyond this. As you can imagine, the game does an extensive usage of StopSound/PauseSounds/RestartSounds and similar requests (all over the place, including CPP files, native calls straight from script, and even calls through the console), including some of my own.

I wish I knew what other info could be important to analyze, nor I expect ALAudio to be foolproof with its memory management, but for now, just which particular scenario would cause a leak? Pausing sounds -> Switching Map -> Missing a restartsounds request?
Some obscure quirk I don't know about? Anything I should be particularly careful with, let alone whether has it been previously documented at all?

Any help is welcome, and I'd gladly provide any more information deemed necessary.

EDIT: I'm aware that there's a new version here, and I confess I got to test it yet, but I'm also trying my best to retain compatibility on older systems as well so everything should work in both; the same way I just installed an unofficial DirectX11 renderer AND added more chances for the game to flush its caches (which fixes transparency bugs under DirectX7 unless precache is disabled)

Re: ALAudio and custom coding

Posted: Sat Jul 03, 2021 11:20 pm
by MrBin
Looks like I can't edit the post anymore?
Anyway, I'm "done"; just wanted to say that the problem isn't caused from the game's side, but rather this version of ALAudio happens to be particularly glitchy. Sorry for wasting your time!