Fix racing condition in TestSceneAudioMixer.cs (reopened)#6718
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ShibuyaCyana wants to merge 3 commits intoppy:masterfrom
Open
Fix racing condition in TestSceneAudioMixer.cs (reopened)#6718ShibuyaCyana wants to merge 3 commits intoppy:masterfrom
ShibuyaCyana wants to merge 3 commits intoppy:masterfrom
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This is a reopening of #6715 with a correct branch from my fork.
The Symptom
When you smash on the
AudioMixertest scene button, it should play the sample immediately, but most of the time it doesn't play any sound:before.mp4
Since dragging the pink speaker onto mixers are working fine, I guess this is why we've been ignoring this.
The Cause
There's a race condition during test scene initialization.
AudioPlayingDrawable.load()schedules amixer.Add(channel)in Update threadDrawableAudioMixer.load()schedules acreateMixerin another background threadBassAudioMixer.ChannelPlay(now renamed toAddToBassMixAndPlay).The Fix
Fixing that symptom solely is just a one-liner:
But I took a more rigorous approach: to track the channels adding before mixer creation complete as
pending, and retry them inUpdateState.This is what it should have been (after the fix):
after.mp4