Make spatial AudioServers prefer inactive voices

instead of unconditionally playing on the next voice slot; that will be the fallback if no inactive voice is found
This commit is contained in:
Pedro J. Estébanez 2017-04-06 19:00:19 +02:00
parent 12749dd67a
commit 0501f3a901
2 changed files with 24 additions and 6 deletions

View file

@ -398,9 +398,18 @@ SpatialSoundServer::SourceVoiceID SpatialSoundServerSW::source_play_sample(RID p
int to_play = 0;
if (p_voice == SOURCE_NEXT_VOICE) {
to_play = source->last_voice + 1;
if (to_play >= source->voices.size())
to_play = 0;
const int num_voices = source->voices.size();
bool free_found = false;
for (int i = 0; i < num_voices; i++) {
const int candidate = (source->last_voice + 1 + i) % num_voices;
if (!source->voices[candidate].active && !source->voices[candidate].restart) {
free_found = true;
to_play = candidate;
break;
}
}
if (!free_found)
to_play = (source->last_voice + 1) % num_voices;
} else
to_play = p_voice;

View file

@ -395,9 +395,18 @@ SpatialSound2DServer::SourceVoiceID SpatialSound2DServerSW::source_play_sample(R
int to_play = 0;
if (p_voice == SOURCE_NEXT_VOICE) {
to_play = source->last_voice + 1;
if (to_play >= source->voices.size())
to_play = 0;
const int num_voices = source->voices.size();
bool free_found = false;
for (int i = 0; i < num_voices; i++) {
const int candidate = (source->last_voice + 1 + i) % num_voices;
if (!source->voices[candidate].active && !source->voices[candidate].restart) {
free_found = true;
to_play = candidate;
break;
}
}
if (!free_found)
to_play = (source->last_voice + 1) % num_voices;
} else
to_play = p_voice;