- //
- // This is needed for FGSound::FLIPFLOP and it works for
- // FGSound::LEVEl. Doing it this way saves an extra 'if'.
- //
- _active = !_active;
-
- if (_mode == FGSound::ONCE)
- _sample->play(mgr->get_scheduler(), false);
- else
- _sample->play(mgr->get_scheduler(), true);
-
- SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
- SG_LOG(SG_GENERAL, SG_BULK,
- "Playing " << ((_mode == ONCE) ? "once" : "looped"));
- SG_LOG(SG_GENERAL, SG_BULK, "Initial volume: " << volume_offset);
- SG_LOG(SG_GENERAL, SG_BULK, "Initial pitch: " << pitch_offset);
+ if (_mode == FGSound::ONCE)
+ _sample->play(_mgr->get_scheduler(), false);
+
+ else
+ _sample->play(_mgr->get_scheduler(), true);
+
+ SG_LOG(SG_GENERAL, SG_INFO, "Playing audio after " << _dt_stop
+ << " sec: " << _name);
+ SG_LOG(SG_GENERAL, SG_BULK,
+ "Playing " << ((_mode == ONCE) ? "once" : "looped"));
+
+ _active = true;
+ _dt_stop = 0.0;
+ }