// 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();
- for ( ; current != end; ++current ) {
- FGSimpleSound *s = current->second;
- delete s->get_sample();
- delete s;
+
+ //
+ // Remove the samples from the sample manager.
+ //
+ sample_map_iterator sample_current = samples.begin();
+ sample_map_iterator sample_end = samples.end();
+ for ( ; sample_current != sample_end; ++sample_current ) {
+ sample_ref *sr = sample_current->second;
+ delete sr->sample;
+ delete sr;
+ }
+
+ //
+ // Remove the sounds from the sound manager.
+ //
+ sound_map_iterator sound_current = sounds.begin();
+ sound_map_iterator sound_end = sounds.end();
+ for ( ; sound_current != sound_end; ++sound_current ) {
+ FGSimpleSound *s = sound_current->second;
+ delete s;
}
delete audio_sched;
// initialize the sound manager
-bool FGSoundMgr::init() {
+void FGSoundMgr::init() {
last.stamp();
safety = FG_MAX_SOUND_SAFETY;
- audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
+ // 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();
- for ( ; current != end; ++current ) {
- FGSimpleSound *s = current->second;
+
+ //
+ // Remove the samples from the sample manager.
+ //
+ sample_map_iterator sample_current = samples.begin();
+ sample_map_iterator sample_end = samples.end();
+ for ( ; sample_current != sample_end; ++sample_current ) {
+ sample_ref *sr = sample_current->second;
+ delete sr->sample;
+ delete sr;
+ }
+ samples.clear();
+
+ //
+ // Remove the sounds from the sound manager.
+ //
+ sound_map_iterator sound_current = sounds.begin();
+ sound_map_iterator sound_end = sounds.end();
+ for ( ; sound_current != sound_end; ++sound_current ) {
+ FGSimpleSound *s = sound_current->second;
delete s->get_sample();
delete s;
}
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() {
+void FGSoundMgr::update(int dt) {
SGTimeStamp current;
current.stamp();
// cout << "safety = " << safety << endl;
audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
- if ( !audio_sched->not_working() ) {
+ if ( !audio_sched->not_working() )
audio_sched -> update();
- return true;
- } else {
- return false;
- }
}
// add a sound effect, return true if successful
-bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
+bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
+
+ sample_map_iterator it = samples.find(refname);
+ if (it != samples.end())
+ return false;
+
+ sample_ref *sr = new sample_ref;
+
+ sr->n=1;
+ sr->sample = sound->get_sample();
+ samples[refname] = sr;
+
sounds[refname] = sound;
return true;
}
+// add a sound from a file, return the sample if successful, else return NULL
+FGSimpleSound *FGSoundMgr::add( const string& refname, const string &file ) {
+ FGSimpleSound *sound;
+
+ if (file == (string)"")
+ return NULL;
+
+ sample_map_iterator it = samples.find(file);
+ if (it == samples.end()) {
+ sound = new FGSimpleSound(file);
+ sounds[refname] = sound;
+
+ sample_ref *sr = new sample_ref;
+
+ sr->n=1;
+ sr->sample = sound->get_sample();
+ samples[file] = sr;
+
+ } else {
+ sample_ref *sr = it->second;
+
+ sr->n++;
+ sound =
+ new FGSimpleSound(sr->sample->getBuffer(), sr->sample->getLength());
+ sounds[refname] = sound;
+
+ }
+
+ return sound;
+}
// remove a sound effect, return true if successful
bool FGSoundMgr::remove( const string& refname ) {
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();
// cout << "Still playing " << sample->get_sample()->getPlayCount()
// << " instances!" << endl;
- delete sample;
+ //
+ // FIXME:
+ // Due to the change in the sound manager, samples live
+ // until the sound manager gets removed.
+ //
+ // delete sample;
sounds.erase( it );
return true;
-#endif
} else {
return false;
}