overlaytopleft/games-fps/gzdoom/files/0028-refactor-add-some-logs-to-help-understand-what-is-ha.patch

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From 083b99557f0b0808088a53f5ea5efca040eb25e9 Mon Sep 17 00:00:00 2001
From: Emanuele Disco <emawind84@gmail.com>
Date: Tue, 24 Jan 2023 11:01:26 +0900
Subject: [PATCH 28/51] refactor: add some logs to help understand what is
happening during soundfont selection.
It helps understand what soundfont is currently used
refs: https://github.com/ZDoom/ZMusic/pull/44
---
src/common/audio/music/i_soundfont.cpp | 3 +++
1 file changed, 3 insertions(+)
diff --git a/src/common/audio/music/i_soundfont.cpp b/src/common/audio/music/i_soundfont.cpp
index f05f0cb76..af1c5634c 100644
--- a/src/common/audio/music/i_soundfont.cpp
+++ b/src/common/audio/music/i_soundfont.cpp
@@ -45,6 +45,7 @@
#include "findfile.h"
#include "i_interface.h"
#include "configfile.h"
+#include "printf.h"
//==========================================================================
//
@@ -447,6 +448,7 @@ const FSoundFontInfo *FSoundFontManager::FindSoundFont(const char *name, int all
// an empty name will pick the first one in a compatible format.
if (allowed & sfi.type && (name == nullptr || *name == 0 || !sfi.mName.CompareNoCase(name) || !sfi.mNameExt.CompareNoCase(name)))
{
+ DPrintf(DMSG_NOTIFY, "Found compatible soundfont %s\n", sfi.mNameExt.GetChars());
return &sfi;
}
}
@@ -455,6 +457,7 @@ const FSoundFontInfo *FSoundFontManager::FindSoundFont(const char *name, int all
{
if (allowed & sfi.type)
{
+ DPrintf(DMSG_NOTIFY, "Unable to find %s soundfont. Falling back to %s\n", name, sfi.mNameExt.GetChars());
return &sfi;
}
}
--
2.39.3