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https://github.com/TorqueGameEngines/Torque3D.git
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SFX Player fixes #74 SFX Playlist currently writes an absurd amount of data into the bitstream.
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parent
76c5e30869
commit
70de01e34c
1 changed files with 57 additions and 38 deletions
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@ -379,25 +379,44 @@ void SFXPlayList::packData( BitStream* stream )
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FOR_EACH_SLOT stream->writeInt( mSlots.mTransitionOut[ i ], NUM_TRANSITION_MODE_BITS );
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FOR_EACH_SLOT stream->writeInt( mSlots.mStateMode[ i ], NUM_STATE_MODE_BITS );
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FOR_EACH_SLOT stream->write( mSlots.mFadeTimeIn.mValue[ i ] );
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FOR_EACH_SLOT stream->write( mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->write( mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->write( mSlots.mFadeTimeOut.mValue[ i ] );
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FOR_EACH_SLOT stream->write( mSlots.mFadeTimeOut.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->write( mSlots.mFadeTimeOut.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->write( mSlots.mDelayTimeIn.mValue[ i ] );
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FOR_EACH_SLOT stream->write( mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->write( mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->write( mSlots.mDelayTimeOut.mValue[ i ] );
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FOR_EACH_SLOT stream->write( mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->write( mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->write( mSlots.mVolumeScale.mValue[ i ] );
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FOR_EACH_SLOT stream->write( mSlots.mVolumeScale.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->write( mSlots.mVolumeScale.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->write( mSlots.mPitchScale.mValue[ i ] );
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FOR_EACH_SLOT stream->write( mSlots.mPitchScale.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->write( mSlots.mPitchScale.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->write( mSlots.mRepeatCount[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mFadeTimeIn.mValue[ i ] != -1 ))
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stream->write( mSlots.mFadeTimeIn.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag( mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag( mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mFadeTimeOut.mValue[ i ] != -1 ))
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stream->write( mSlots.mFadeTimeOut.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mFadeTimeOut.mVariance[i][0] > 0))
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stream->write(mSlots.mFadeTimeOut.mVariance[i][0]);
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mFadeTimeOut.mVariance[i][1] > 0))
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stream->write(mSlots.mFadeTimeOut.mVariance[i][1]);
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeIn.mValue[ i ] > 0))
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stream->write(mSlots.mDelayTimeIn.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeOut.mValue[ i ] > 0))
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stream->write(mSlots.mDelayTimeOut.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mVolumeScale.mValue[ i ] != 1))
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stream->write(mSlots.mVolumeScale.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mVolumeScale.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mVolumeScale.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mVolumeScale.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mVolumeScale.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mPitchScale.mValue[ i ] != 1))
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stream->write(mSlots.mPitchScale.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mPitchScale.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mPitchScale.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mPitchScale.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mPitchScale.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag( mSlots.mRepeatCount[ i ] > 0))
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stream->write( mSlots.mRepeatCount[ i ] );
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FOR_EACH_SLOT sfxWrite( stream, mSlots.mState[ i ] );
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FOR_EACH_SLOT sfxWrite( stream, mSlots.mTrack[ i ] );
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@ -418,25 +437,25 @@ void SFXPlayList::unpackData( BitStream* stream )
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FOR_EACH_SLOT mSlots.mTransitionOut[ i ] = ( ETransitionMode ) stream->readInt( NUM_TRANSITION_MODE_BITS );
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FOR_EACH_SLOT mSlots.mStateMode[ i ] = ( EStateMode ) stream->readInt( NUM_STATE_MODE_BITS );
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FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeIn.mValue[ i ] );
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FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeOut.mValue[ i ] );
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FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeOut.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeOut.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeIn.mValue[ i ] );
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FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeOut.mValue[ i ] );
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FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mVolumeScale.mValue[ i ] );
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FOR_EACH_SLOT stream->read( &mSlots.mVolumeScale.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mVolumeScale.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mPitchScale.mValue[ i ] );
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FOR_EACH_SLOT stream->read( &mSlots.mPitchScale.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mPitchScale.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT stream->read( &mSlots.mRepeatCount[ i ] );
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeIn.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeOut.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeOut.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeOut.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeIn.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeOut.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mVolumeScale.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mVolumeScale.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mVolumeScale.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mPitchScale.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mPitchScale.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mPitchScale.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mRepeatCount[ i ] );}
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FOR_EACH_SLOT sfxRead( stream, &mSlots.mState[ i ] );
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FOR_EACH_SLOT sfxRead( stream, &mSlots.mTrack[ i ] );
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