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https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-10 09:19:01 +00:00
Changed: #1031 Music is "stopped" when client is loading with OpenAL driver
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parent
079946f022
commit
1cd25d97de
5 changed files with 116 additions and 74 deletions
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@ -33,13 +33,8 @@ CMusicChannelAL::CMusicChannelAL(CSoundDriverAL *soundDriver)
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{
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// create a default source for music streaming
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_Source = static_cast<CSourceAL*>(_SoundDriver->createSource());
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_Source->setPos(CVector(0, 0, 0));
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_Source->setVelocity(CVector(0, 0, 0));
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_Source->setDirection(CVector(0, 0, 0));
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_Source->setSourceRelativeMode(true);
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_Source->setStreamingBuffersMax(4);
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_Source->setType(SourceMusic);
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_Source->setStreamingBufferSize(32768);
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// _Source->setStreaming(true);
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}
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CMusicChannelAL::~CMusicChannelAL()
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@ -110,72 +105,47 @@ void CMusicChannelAL::setBufferFormat(IBuffer *buffer)
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void CMusicChannelAL::run()
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{
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bool first = true;
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if (_Async)
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// use queued buffers
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do
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{
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bool first = true;
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// buffers to update
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std::vector<CBufferAL*> buffers;
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// use queued buffers
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do
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if (first)
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{
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// buffers to update
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std::vector<CBufferAL*> buffers;
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// get all buffers to queue
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_Source->getStreamingBuffers(buffers);
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if (first)
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{
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// get all buffers to queue
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_Source->getStreamingBuffers(buffers);
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// set format for each buffer
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for(uint i = 0; i < buffers.size(); ++i)
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setBufferFormat(buffers[i]);
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}
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else
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{
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// get unqueued buffers
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_Source->getProcessedStreamingBuffers(buffers);
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}
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// fill buffers
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// set format for each buffer
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for(uint i = 0; i < buffers.size(); ++i)
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fillBuffer(buffers[i], _Source->getStreamingBufferSize());
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// play the source
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if (first)
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{
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_Source->play();
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first = false;
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}
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// wait 100ms before rechecking buffers
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nlSleep(100);
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setBufferFormat(buffers[i]);
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}
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while(!_MusicBuffer->isMusicEnded() && _Playing);
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}
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else
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{
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// use an unique buffer managed by CMusicChannelAL
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_Buffer = _SoundDriver->createBuffer();
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// set format
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setBufferFormat(_Buffer);
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// fill data
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fillBuffer(_Buffer, _MusicBuffer->getUncompressedSize());
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// we don't need _MusicBuffer anymore because all is loaded into memory
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if (_MusicBuffer)
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else
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{
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delete _MusicBuffer;
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_MusicBuffer = NULL;
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// get unqueued buffers
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_Source->getProcessedStreamingBuffers(buffers);
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}
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// use this buffer as source
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_Source->setStaticBuffer(_Buffer);
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// fill buffers
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for(uint i = 0; i < buffers.size(); ++i)
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fillBuffer(buffers[i], _Source->getStreamingBufferSize());
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// _Source->updateManualRolloff();
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// play the source
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_Source->play();
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if (first)
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{
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_Source->play();
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first = false;
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}
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// wait 100ms before rechecking buffers
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nlSleep(100);
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}
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while(!_MusicBuffer->isMusicEnded() && _Playing);
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// music finished without interruption
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if (_Playing)
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@ -189,6 +159,35 @@ void CMusicChannelAL::run()
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}
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}
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/// Play sync music
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bool CMusicChannelAL::playSync()
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{
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// use an unique buffer managed by CMusicChannelAL
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_Buffer = _SoundDriver->createBuffer();
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// set format
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setBufferFormat(_Buffer);
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// fill data
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fillBuffer(_Buffer, _MusicBuffer->getUncompressedSize());
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// we don't need _MusicBuffer anymore because all is loaded into memory
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if (_MusicBuffer)
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{
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delete _MusicBuffer;
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_MusicBuffer = NULL;
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}
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// delete previous queued buffers
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_Source->setStreamingBuffersMax(0);
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// use this buffer as source
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_Source->setStaticBuffer(_Buffer);
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// play the source
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return _Source->play();
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}
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/** Play some music (.ogg etc...)
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* NB: if an old music was played, it is first stop with stopMusic()
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* \param filepath file path, CPath::lookup is done here
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@ -205,23 +204,38 @@ bool CMusicChannelAL::play(const std::string &filepath, bool async, bool loop)
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if (_MusicBuffer)
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{
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// create the thread if it's not yet created
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if (!_Thread) _Thread = IThread::create(this);
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if (!_Thread)
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{
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nlwarning("AL: Can't create a new thread");
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return false;
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}
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_Async = async;
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_Playing = true;
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// we need to loop the source only if not async
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_Source->setLooping(async ? false:loop);
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_Source->setSourceRelativeMode(true);
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// start the thread
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_Thread->start();
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if (_Async)
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{
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// create the thread if it's not yet created
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if (!_Thread) _Thread = IThread::create(this);
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if (!_Thread)
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{
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nlwarning("AL: Can't create a new thread");
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return false;
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}
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// use 4 queued buffers
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_Source->setStreamingBuffersMax(4);
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// we need to loop the source only if not async
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_Source->setLooping(false);
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// start the thread
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_Thread->start();
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}
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else
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{
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// we need to loop the source only if not async
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_Source->setLooping(loop);
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return playSync();
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}
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}
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else
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{
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@ -298,6 +312,16 @@ void CMusicChannelAL::setVolume(float gain)
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_Source->setGain(gain);
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}
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/// Update music
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void CMusicChannelAL::update()
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{
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// stop sync music once finished playing
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if (_Playing && !_Async && !_Source->isPlaying())
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{
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stop();
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}
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}
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} /* namespace NLSOUND */
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/* end of file */
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@ -91,6 +91,12 @@ public:
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* NB: in OpenAL driver, the volume of music IS affected by IListener::setGain()
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*/
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virtual void setVolume(float gain);
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/// Play sync music
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bool playSync();
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/// Update music
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void update();
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}; /* class CMusicChannelAL */
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} /* namespace NLSOUND */
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@ -618,11 +618,16 @@ void CSoundDriverAL::commit3DChanges()
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// Sync up sources & listener 3d position.
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if (getOption(OptionManualRolloff))
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{
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for (std::set<CSourceAL *>::iterator it(_Sources.begin()), end(_Sources.end()); it != end; ++it)
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set<CSourceAL*>::iterator it = _Sources.begin(), iend = _Sources.end();
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while(it != iend)
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{
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(*it)->updateManualRolloff();
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++it;
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}
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}
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// update the music (XFade etc...)
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updateMusic();
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}
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/// Write information about the driver to the output stream.
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@ -661,6 +666,12 @@ bool CSoundDriverAL::getMusicInfo(const std::string &filepath, std::string &arti
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return IMusicBuffer::getInfo(filepath, artist, title);
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}
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void CSoundDriverAL::updateMusic()
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{
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set<CMusicChannelAL *>::iterator it(_MusicChannels.begin()), end(_MusicChannels.end());
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for (; it != end; ++it) (*it)->update();
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}
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/// Remove a buffer
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void CSoundDriverAL::removeBuffer(CBufferAL *buffer)
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{
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@ -176,6 +176,7 @@ public:
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float getGain();
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protected:
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void updateMusic();
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/// Allocate nb new buffers or sources
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void allocateNewItems( TGenFunctionAL algenfunc, TTestFunctionAL altestfunc,
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@ -533,7 +533,7 @@ void initMainLoop()
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// During load of the game, fade completely out SFX, and leave outgame music
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// When the game will begin, it will fade in slowly
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if(SoundMngr)
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SoundMngr->setupFadeSound(1.f, 1.f);
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SoundMngr->setupFadeSound(0.f, 1.f);
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initLast = initCurrent;
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initCurrent = ryzomGetLocalTime();
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