#include "soundmgr.hxx"
+#define FG_SOUND_SAFETY_MULT 3
+#define FG_MAX_SOUND_SAFETY ( 1.0 / FG_SOUND_SAFETY_MULT )
// constructor
FGSimpleSound::FGSimpleSound( string file ) {
// constructor
FGSoundMgr::FGSoundMgr() {
audio_sched = new slScheduler( 8000 );
- audio_mixer = new smMixer;
+ if ( audio_sched->notWorking() ) {
+ SG_LOG( SG_GENERAL, SG_ALERT, "Audio initialization failed!" );
+ } else {
+ audio_sched -> setMaxConcurrent ( 6 );
+
+ audio_mixer = new smMixer;
- SG_LOG( SG_GENERAL, SG_INFO,
- "Rate = " << audio_sched->getRate()
- << " Bps = " << audio_sched->getBps()
- << " Stereo = " << audio_sched->getStereo() );
+ SG_LOG( SG_GENERAL, SG_INFO,
+ "Rate = " << audio_sched->getRate()
+ << " Bps = " << audio_sched->getBps()
+ << " Stereo = " << audio_sched->getStereo() );
+ }
}
// destructor
+
FGSoundMgr::~FGSoundMgr() {
sound_map_iterator current = sounds.begin();
sound_map_iterator end = sounds.end();
// initialize the sound manager
-bool FGSoundMgr::init() {
- audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
- audio_sched -> setSafetyMargin ( 1.0 ) ;
+void FGSoundMgr::init() {
+ last.stamp();
+ safety = FG_MAX_SOUND_SAFETY;
+
+ // audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
sound_map_iterator current = sounds.begin();
sound_map_iterator end = sounds.end();
}
sounds.clear();
- if ( audio_sched->not_working() ) {
- return false;
- } else {
- return true;
- }
+}
+
+void FGSoundMgr::bind ()
+{
+ // no properties yet
+}
+
+void FGSoundMgr::unbind ()
+{
+ // no properties yet
}
// run the audio scheduler
-bool FGSoundMgr::update() {
- if ( !audio_sched->not_working() ) {
- audio_sched -> update();
- return true;
+void FGSoundMgr::update(int dt) {
+ SGTimeStamp current;
+ current.stamp();
+
+ double elapsed = (double)(current - last) / 1000000.0;
+ last = current;
+
+ if ( elapsed > safety ) {
+ safety = elapsed;
} else {
- return false;
+ safety = safety * 0.99 + elapsed * 0.01;
}
+ if ( safety > FG_MAX_SOUND_SAFETY ) {
+ safety = FG_MAX_SOUND_SAFETY;
+ }
+ // cout << "safety = " << safety << endl;
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
+
+ if ( !audio_sched->not_working() )
+ audio_sched -> update();
}
NULL,
SL_VOLUME_ENVELOPE );
-#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
- // 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 actual remove" << endl;
-
- return false;
-#else
// must call audio_sched->update() after stopping the sound
// but before deleting it.
audio_sched -> update();
sounds.erase( it );
return true;
-#endif
} else {
return false;
}