FGSimpleSound *s = sound_current->second;
audio_sched->stopSample(s->get_sample());
+ delete s->get_sample();
delete s;
}
sample_map_iterator sample_end = samples.end();
for ( ; sample_current != sample_end; ++sample_current ) {
sample_ref *sr = sample_current->second;
+
+ audio_sched->stopSample(sr->sample);
delete sr->sample;
delete sr;
}
sound_map_iterator sound_end = sounds.end();
for ( ; sound_current != sound_end; ++sound_current ) {
FGSimpleSound *s = sound_current->second;
+
+ audio_sched->stopSample(s->get_sample());
delete s->get_sample();
delete s;
}
}
+
void FGSoundMgr::bind ()
{
// no properties yet
}
+
void FGSoundMgr::unbind ()
{
// no properties yet