audio_sched = new slScheduler( 8000 );
audio_mixer = new smMixer;
- FG_LOG( FG_GENERAL, FG_INFO,
+ SG_LOG( SG_GENERAL, SG_INFO,
"Rate = " << audio_sched->getRate()
<< " Bps = " << audio_sched->getBps()
<< " Stereo = " << audio_sched->getStereo() );
// audio scheduler)
FGSimpleSound *sample = it->second;
- cout << "Playing "
- << sample->get_sample()->getPlayCount() << " instances!" << endl;
+ // cout << "Playing " << sample->get_sample()->getPlayCount()
+ // << " instances!" << endl;
audio_sched->stopSample( sample->get_sample() );
audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
NULL,
SL_VOLUME_ENVELOPE );
-#if defined ( PLIB_AUDIO_IS_BROKEN )
- // if PLIB_AUDIO_IS_BROKEN, we can't reliably remove sounds
+#if defined ( PLIB_1_2_X )
+ // if PLIB_1_2_X, we can't reliably remove sounds
// that are currently being played. :-( So, let's just not
// remove them and return false. The effects of this are that
// the sound sample will continue to finish playing (or
// are you going to do? Hopefully the plib team will do a new
// stable relase with these problems fixed.
- cout << "plib broken audio, skipping actual remove" << endl;
+ // cout << "plib broken audio, skipping actual remove" << endl;
return false;
#else
// must call audio_sched->update() after stopping the sound
// but before deleting it.
audio_sched -> update();
- cout << "Still playing "
- << sample->get_sample()->getPlayCount() << " instances!" << endl;
+ // cout << "Still playing " << sample->get_sample()->getPlayCount()
+ // << " instances!" << endl;
delete sample;
sounds.erase( it );
}
+// return a pointer to the FGSimpleSound if the specified sound exists
+// in the sound manager system, otherwise return NULL
+FGSimpleSound *FGSoundMgr::find( const string& refname ) {
+ sound_map_iterator it = sounds.find( refname );
+ if ( it != sounds.end() ) {
+ return it->second;
+ } else {
+ return NULL;
+ }
+}
+
+
// tell the scheduler to play the indexed sample in a continuous
// loop
bool FGSoundMgr::play_looped( const string& refname ) {
// tell the scheduler to play the indexed sample once
-bool FGSoundMgr::FGSoundMgr::play_once( const string& refname ) {
+bool FGSoundMgr::play_once( const string& refname ) {
sound_map_iterator it = sounds.find( refname );
if ( it != sounds.end() ) {
FGSimpleSound *sample = it->second;