Fixed overlapping subtitles when changing tracks
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@572 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -1,4 +1,5 @@
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Changes towards version 0.2:
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- Fixed overlapping subtitle text while switch tracks -PhracturedBlue
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- New flash-thread cacheing scheme - PhracturedBlue
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- Voice-over / subtitle synch is done - PhracturedBlue
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- Optimized DCQ to be much smaller and faster
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@@ -58,7 +58,6 @@ Glitches (don't crash the game, medium priority):
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- "device used successfully" and "device usage failed" sounds are identical
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(the failure one)
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- spathi blink and other spathi animation may go out of sync
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- subtitles may go past the bottom boundary
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- If you win a Melee, and then are blown up yourself, the sound loops
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until the game is quit. It still functions, it just has the last 3-or-so
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seconds after the melee ended repeating over and over in the background.
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@@ -133,8 +132,6 @@ Stuff still to do (large):
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Some packaging will be used. (possibilities: zlib, physfs
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(http://icculus.org/physfs/), zziplib (http://zziplib.sourceforge.net/))
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(assigned to Meep-Eep)
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- currently the subtitles sometimes overlap
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(depends on new resource system)
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- add some way to configure the PC/3DO/other choices.
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- music should be selectable track by track
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(depends on new resource system)
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@@ -69,6 +69,7 @@ advance_track (int channel_finished)
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PlayStream (track_clip[tcur].sample, SPEECH_SOURCE, AL_FALSE,
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speechVolumeScale == 0.0f ? AL_FALSE : AL_TRUE);
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UnlockMutex (soundSource[SPEECH_SOURCE].stream_mutex);
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do_subtitles (~0, 0);
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do_subtitles (0, 0);
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}
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else if (channel_finished == 0)
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@@ -64,6 +64,7 @@ advance_track (int channel_finished)
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if (tcur < tct)
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{
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Mix_PlayChannel (VOICE_CHANNEL, track_clip[tcur].chunk, 0);
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do_subtitles (~0, 0);
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do_subtitles (0, 0);
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}
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else if (channel_finished == VOICE_CHANNEL)
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