ALAudio and custom coding
Posted: Sat Jul 03, 2021 7:04 am
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)
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)