#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 ) {
// initialize the sound manager
bool FGSoundMgr::init() {
last.stamp();
- safety = 0.5;
+ safety = FG_MAX_SOUND_SAFETY;
audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
- audio_sched -> setSafetyMargin ( 2 * safety ) ;
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
sound_map_iterator current = sounds.begin();
sound_map_iterator end = sounds.end();
} else {
safety = safety * 0.99 + elapsed * 0.01;
}
- if ( safety > 0.5 ) {
- safety = 0.5;
+ if ( safety > FG_MAX_SOUND_SAFETY ) {
+ safety = FG_MAX_SOUND_SAFETY;
}
// cout << "safety = " << safety << endl;
- audio_sched -> setSafetyMargin ( 2 * safety ) ;
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
if ( !audio_sched->not_working() ) {
audio_sched -> update();