Fix predicted audio having incorrect position & occlusion until the next tick (#6178)

This commit is contained in:
Kara
2025-09-02 22:20:42 +00:00
committed by GitHub
parent 7d37db9ce0
commit 40b70e9447

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