Use a separate method to check for finished sounds and update the listener

This commit is contained in:
Chris Robinson 2012-03-21 19:21:36 -07:00
parent e6fe1c0261
commit 366c97c492
2 changed files with 48 additions and 43 deletions

View file

@ -370,64 +370,68 @@ namespace MWSound
}
}
void SoundManager::update(float duration)
void SoundManager::updateSounds(float duration)
{
static float timePassed = 0.0;
timePassed += duration;
if(timePassed > (1.0f/30.0f))
if(timePassed < (1.0f/30.0f))
return;
timePassed = 0.0f;
// Make sure music is still playing
if(!isMusicPlaying())
startRandomTitle();
Ogre::Camera *cam = mEnvironment.mWorld->getPlayer().getRenderer()->getCamera();
Ogre::Vector3 nPos, nDir, nUp;
nPos = cam->getRealPosition();
nDir = cam->getRealDirection();
nUp = cam->getRealUp();
// The output handler is expecting vectors oriented like the game
// (that is, -Z goes down, +Y goes forward), but that's not what we
// get from Ogre's camera, so we have to convert.
float pos[3] = { nPos[0], -nPos[2], nPos[1] };
float at[3] = { nDir[0], -nDir[2], nDir[1] };
float up[3] = { nUp[0], -nUp[2], nUp[1] };
mOutput->updateListener(pos, at, up);
// Check if any sounds are finished playing, and trash them
SoundMap::iterator snditer = mActiveSounds.begin();
while(snditer != mActiveSounds.end())
{
timePassed = 0.0f;
// Make sure music is still playing
if(!isMusicPlaying())
startRandomTitle();
Ogre::Camera *cam = mEnvironment.mWorld->getPlayer().getRenderer()->getCamera();
Ogre::Vector3 nPos, nDir, nUp;
nPos = cam->getRealPosition();
nDir = cam->getRealDirection();
nUp = cam->getRealUp();
// The output handler is expecting vectors oriented like the game
// (that is, -Z goes down, +Y goes forward), but that's not what we
// get from Ogre's camera, so we have to convert.
float pos[3] = { nPos[0], -nPos[2], nPos[1] };
float at[3] = { nDir[0], -nDir[2], nDir[1] };
float up[3] = { nUp[0], -nUp[2], nUp[1] };
mOutput->updateListener(pos, at, up);
// Check if any sounds are finished playing, and trash them
SoundMap::iterator snditer = mActiveSounds.begin();
while(snditer != mActiveSounds.end())
{
IDMap::iterator iditer = snditer->second.begin();
while(iditer != snditer->second.end())
{
if(!iditer->second->isPlaying())
snditer->second.erase(iditer++);
else
iditer++;
}
if(snditer->second.empty())
mActiveSounds.erase(snditer++);
else
snditer++;
}
IDMap::iterator iditer = mLooseSounds.begin();
while(iditer != mLooseSounds.end())
IDMap::iterator iditer = snditer->second.begin();
while(iditer != snditer->second.end())
{
if(!iditer->second->isPlaying())
mLooseSounds.erase(iditer++);
snditer->second.erase(iditer++);
else
iditer++;
}
if(snditer->second.empty())
mActiveSounds.erase(snditer++);
else
snditer++;
}
IDMap::iterator iditer = mLooseSounds.begin();
while(iditer != mLooseSounds.end())
{
if(!iditer->second->isPlaying())
mLooseSounds.erase(iditer++);
else
iditer++;
}
}
void SoundManager::update(float duration)
{
updateSounds(duration);
updateRegionSound(duration);
}
// Default readAll implementation, for decoders that can't do anything
// better
void Sound_Decoder::readAll(std::vector<char> &output)

View file

@ -56,6 +56,7 @@ namespace MWSound
float &volume, float &min, float &max);
void streamMusicFull(const std::string& filename);
bool isPlaying(MWWorld::Ptr ptr, const std::string &id) const;
void updateSounds(float duration);
void updateRegionSound(float duration);
protected: