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Fix predicted audio having incorrect position & occlusion until the next tick (#6178)
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@@ -589,6 +589,11 @@ public sealed partial class AudioSystem : SharedAudioSystem
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var playing = CreateAndStartPlayingStream(audioParams, specifier, stream);
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_xformSys.SetCoordinates(playing.Entity, new EntityCoordinates(entity, Vector2.Zero));
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// Since we're playing the sound immediately in the middle of a tick, we need to force ProcessStream -now-
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// to set occlusion/position/velocity etc
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// otherwise predicted positional sounds will sound very incorrect in several possible ways (e#5802, e#6175) until the next tick
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ProcessStream(playing.Entity, playing.Component, Transform(playing.Entity), GetListenerCoordinates());
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return playing;
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}
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@@ -632,6 +637,10 @@ public sealed partial class AudioSystem : SharedAudioSystem
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var playing = CreateAndStartPlayingStream(audioParams, specifier, stream);
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_xformSys.SetCoordinates(playing.Entity, coordinates);
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// see PlayEntity for why this is necessary
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ProcessStream(playing.Entity, playing.Component, Transform(playing.Entity), GetListenerCoordinates());
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return playing;
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}
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@@ -714,8 +723,6 @@ public sealed partial class AudioSystem : SharedAudioSystem
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offset = Math.Clamp(offset, 0f, maxOffset);
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source.PlaybackPosition = offset;
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// For server we will rely on the adjusted one but locally we will have to adjust it ourselves.
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ApplyAudioParams(comp.Params, comp);
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source.StartPlaying();
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return (entity, comp);
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}
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