Deactivate Mapped Effect Sources During Render

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copecone committed 2026-10-14 22:18:35 +09:00
1 parent 69d098e04c
commit ab8164a735
2 files changed
+45 -4

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+43 -4
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@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using ADOFAIRenderer.Core;
using ADOFAIRenderer.Util.Audio;
using ADOFAIRenderer.Util.Audio.Clip;
@@ -51,7 +52,10 @@ public static class AudioManagerPlayPatch
double relativeStartTime = time - RenderManager.Instance.dspTimeBase;
// Register event to the offline mixer (default pitch = 1.0f) and map it to the AudioSource
RenderManager.Instance.AudioMixer?.RegisterSoundEvent(__result, snd, relativeStartTime, -1.0, volume, 1.0f, RenderManager.Instance.AudioTime);
var mixer = RenderManager.Instance.AudioMixer;
if (mixer == null) return;
mixer.RegisterSoundEvent(__result, snd, relativeStartTime, -1.0, volume, 1.0f, RenderManager.Instance.AudioTime);
EffectSource.DeactivateAtFrameEnd(__result);
}
}
}
@@ -103,18 +107,53 @@ public static class AudioManagerMakeSourcePatch
var state = PlayWithEndTimePatch.PendingState;
if (state == null || !__result) return;
PlayWithEndTimePatch.PendingState = null;
RenderManager.Instance.AudioMixer?.MapSource(__result, state);
var mixer = RenderManager.Instance.AudioMixer;
if (mixer == null) return;
mixer.MapSource(__result, state);
EffectSource.DeactivateAtFrameEnd(__result);
}
}
/// <summary>
/// AudioSource members of an effect source mapped to a <see cref="SourceState"/> during rendering: the patches below skip the
/// Unity implementation and read or change the state instead (isPlaying, time, timeSamples, pitch, SetScheduledEndTime, Stop).
/// Sources without a mapping (the song, menu sounds) use the Unity implementation.
/// The patches apply only while <see cref="TryGet"/> returns true: rendering is capturing (RenderManager.IsCapturingActive,
/// stage Render), the render has an audio mixer (created when the render starts, cleared when it ends), and the source is mapped
/// in that mixer (mappings are created only when RenderAudio is on). Otherwise they run the Unity implementation, so sources
/// without a mapping (the song, menu sounds) and all sources outside rendering behave as in the game.
///
/// The game object of a mapped source is deactivated at the end of the frame it was mapped in: the mixer produces its sound and the
/// state answers every member above, so Unity does not process the source. The game activates it again when AudioManager.MakeSource
/// reuses it. Active AudioSources add main-thread time per frame in proportion to their count, and dense levels keep thousands of
/// scheduled effect sources alive.
/// </summary>
internal static class EffectSource
{
/// <summary>State mapped to <paramref name="source"/> while capturing, with the current render time in <paramref name="now"/>.</summary>
/// <summary>Sources mapped during the current frame, deactivated by <see cref="DeactivateMappedSources"/>. Main thread only.</summary>
private static readonly List<AudioSource> PendingDeactivation = new();
/// <summary>Deactivates the game object of <paramref name="source"/> at the end of the current frame (<see cref="DeactivateMappedSources"/>).</summary>
public static void DeactivateAtFrameEnd(AudioSource source) => PendingDeactivation.Add(source);
/// <summary>
/// Deactivates the game objects of the sources mapped this frame that are still mapped and not destroyed.
/// Called by RenderManager.OnPostFrame after the audio commands of the frame are committed, which runs only in stage Render with
/// an audio mixer; sources are added only by the render-time registrations (AudioManager._Play and scrConductor.PlayWithEndTime
/// patches with RenderAudio on).
/// </summary>
public static void DeactivateMappedSources(OfflineAudioMixer mixer)
{
foreach (var source in PendingDeactivation)
{
if (source && mixer.TryGetSourceState(source, out _)) source.gameObject.SetActive(false);
}
PendingDeactivation.Clear();
}
/// <summary>
/// State mapped to <paramref name="source"/> in the mixer of the current render, with the current render time in <paramref name="now"/>.
/// False outside rendering (stage below Render), without a mixer, or for a source that is not mapped.
/// </summary>
public static bool TryGet(AudioSource source, out SourceState state, out double now)
{
state = null!;