//
// set global sound properties
//
+
+ if (sndmgr->is_working() == false) {
+ return;
+ }
_name = node->getStringValue("name", "");
SG_LOG(SG_GENERAL, SG_INFO, "Loading sound information for: " << _name );
if (_property)
curr_value = _property->getDoubleValue();
+ // If a condition is defined, test whether it is FALSE,
+ // else
+ // if a property is defined then test if it's value is FALSE
+ // or if the mode is IN_TRANSIT then
+ // test whether the current value matches the previous value.
if ( // Lisp, anyone?
(_condition && !_condition->test()) ||
(!_condition && _property &&
{
if ((_mode != SGXmlSound::IN_TRANSIT) || (_stopping > MAX_TRANSIT_TIME)) {
if (_sample->is_playing()) {
- SG_LOG(SG_GENERAL, SG_INFO, "Stopping audio after " << _dt_play
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Stopping audio after " << _dt_play
<< " sec: " << _name );
_sample->stop();
double vol = volume_offset + volume;
if (vol > 1.0) {
- SG_LOG(SG_GENERAL, SG_WARN, "Sound volume too large for '"
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Sound volume too large for '"
<< _name << "': " << vol << " -> clipping to 1.0");
vol = 1.0;
}
else
_sample->play(true);
- SG_LOG(SG_GENERAL, SG_INFO, "Playing audio after " << _dt_stop
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Playing audio after " << _dt_stop
<< " sec: " << _name);
- SG_LOG(SG_GENERAL, SG_BULK,
+ SG_LOG(SG_GENERAL, SG_DEBUG,
"Playing " << ((_mode == ONCE) ? "once" : "looped"));
_active = true;