// remove a sound effect, return true if successful
bool FGSoundMgr::remove( const string& refname ) {
-#if defined ( PLIB_AUDIO_IS_BROKEN )
- // if PLIB_AUDIO_IS_BROKEN, 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 continue to loop
- // forever.) And the sound sample will remain registered in the
- // plib audio system. This is a memory leak, and eventually this
- // could cause us to max out the total number of allowed sound
- // samples in plib, but what are you going to do? Hopefully the
- // plib team will do a new stable relase with these problems
- // fixed.
-
- cout << "plib broken audio, skipping remove" << endl;
-
- return false;
-#endif
-
sound_map_iterator it = sounds.find( refname );
if ( it != sounds.end() ) {
// first stop the sound from playing (so we don't bomb the
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