Sound Fix for CSGO

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Predz
Senior Member
Posts: 145
Joined: Wed Aug 08, 2012 9:05 pm
Location: Bristol, United Kingdom

Sound Fix for CSGO

Postby Predz » Tue Oct 27, 2015 11:27 pm

Currently I am using the file below to correct the sound problem in CSGO. Have been testing it with multiple sounds and seems to fix the problem, not to sure if you wish to update this to the GIT?

It just checks whether a sound is passed to the downloadables and if so then inserts the fake "relative" precache.

Syntax: Select all

from core import AutoUnload
from events.manager import event_manager
from stringtables import string_tables

class _SoundsList(list):
def __init__(self):
super(_SoundsList, self).__init__()
self._refresh_table_instance()

def _refresh_table_instance(self):
self.sound_table = string_tables.soundprecache

def _add_to_sound_table(self, item):
if self.sound_table is None:
return
self.sound_table.add_string(item, item)

def server_spawn(self, game_event):
self._refresh_table_instance()
for item in self:
item._set_all_downloads()
_sounds_list = _SoundsList()

event_manager.register_for_event(
'server_spawn', _sounds_list.server_spawn)

class _DownloadablesList(list):
def __init__(self):
super(_DownloadablesList, self).__init__()
self._refresh_table_instance()

def _refresh_table_instance(self):
self.download_table = string_tables.downloadables

def _add_to_download_table(self, item):
if self.download_table is None:
return
self.download_table.add_string(item, item)

def server_spawn(self, game_event):
self._refresh_table_instance()
for item in self:
item._set_all_downloads()
_downloadables_list = _DownloadablesList()

event_manager.register_for_event(
'server_spawn', _downloadables_list.server_spawn)

# ======================================================================
# >> DOWNLOADS
# ======================================================================

class Downloadables(AutoUnload, set):
def __init__(self):
super(Downloadables, self).__init__()
_downloadables_list.append(self)

def add(self, item):
if item in self:
return
_downloadables_list._add_to_download_table(item)
if item.startswith('sound'):
_sounds_list._add_to_sound_table(item.replace('sound', '*'))
super(Downloadables, self).add(item)

def _set_all_downloads(self):
for item in self:
_downloadables_list._add_to_download_table(item)

def _unload_instance(self):
_downloadables_list.remove(self)

downloadables = Downloadables()


Have been using this in replace of "stringtables/downloads.py"
User avatar
satoon101
Project Leader
Posts: 2384
Joined: Sat Jul 07, 2012 1:59 am

Postby satoon101 » Wed Oct 28, 2015 1:12 am

Since this is specific to CS:GO only, I would much prefer creating an engines.games.csgo module that overrides the current functionality. Perhaps we would be better served creating an engines.sound package and moving the engines.sound module to engines.sound.base. Then, the engines.sound.__init__ can import the base or the game-specific, depending if the game-specific exists or not.

I have not tested your implementation. I think we should do that extensively first before moving on.
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