// 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;
// 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;
}
// 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 ) {
// 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;