forked from teamnwah/openmw-tes3coop
Revert "Started implementing sound time tracking so we can have NPCs' mouths move as they talk."
This reverts commit b897080156
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This commit is contained in:
parent
18314b1707
commit
8516b837ff
3 changed files with 3 additions and 41 deletions
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@ -100,9 +100,6 @@ namespace MWBase
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virtual void stopSay(const MWWorld::Ptr &reference=MWWorld::Ptr()) = 0;
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///< Stop an actor speaking
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virtual float getSoundPlayingTime(const MWWorld::Ptr &reference=MWWorld::Ptr()) = 0;
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///< Get the amount of time this sound has been playing.
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virtual SoundPtr playTrack(const MWSound::DecoderPtr& decoder, PlayType type) = 0;
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///< Play a 2D audio track, using a custom decoder
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@ -244,7 +244,6 @@ namespace MWSound
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MWBase::SoundPtr sound = mOutput->playSound3D(filePath, objpos, 1.0f, basevol, 1.0f,
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20.0f, 1500.0f, Play_Normal|Play_TypeVoice, 0);
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mActiveSounds[sound] = std::make_pair(ptr, std::string("_say_sound"));
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mSoundPlayTime[sound] = std::make_pair(ptr, 0);
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}
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catch(std::exception &e)
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{
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@ -262,9 +261,7 @@ namespace MWSound
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std::string filePath = "Sound/"+filename;
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MWBase::SoundPtr sound = mOutput->playSound(filePath, 1.0f, basevol, 1.0f, Play_Normal|Play_TypeVoice, 0);
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MWWorld::Ptr ptr = MWWorld::Ptr();
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mActiveSounds[sound] = std::make_pair(ptr, std::string("_say_sound"));
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mSoundPlayTime[sound] = std::make_pair(ptr, 0);
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mActiveSounds[sound] = std::make_pair(MWWorld::Ptr(), std::string("_say_sound"));
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}
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catch(std::exception &e)
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{
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@ -291,18 +288,6 @@ namespace MWSound
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++snditer;
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}
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}
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float SoundManager::getSoundPlayingTime(const MWWorld::Ptr &ptr)
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{
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typedef SoundPlayingTimeMap::iterator iter_type;
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for(iter_type iterator = mSoundPlayTime.begin(); iterator != mSoundPlayTime.end(); iterator++)
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{
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if (iterator->second.first == ptr)
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return iterator->second.second;
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}
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return 0;
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}
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MWBase::SoundPtr SoundManager::playTrack(const DecoderPtr& decoder, PlayType type)
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@ -617,12 +602,8 @@ namespace MWSound
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while(snditer != mActiveSounds.end())
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{
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if(!snditer->first->isPlaying())
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{
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mActiveSounds.erase(snditer);
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mSoundPlayTime.erase(snditer->first);
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snditer++;
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}
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else
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mActiveSounds.erase(snditer++);
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else
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{
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const MWWorld::Ptr &ptr = snditer->second.first;
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if(!ptr.isEmpty())
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@ -645,15 +626,6 @@ namespace MWSound
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++snditer;
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}
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}
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// Update the total playing time for all sounds.
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// This is primarily used for detecting amplitude for NPC mouth animation.
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typedef SoundPlayingTimeMap::iterator it_type;
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for(it_type iterator = mSoundPlayTime.begin(); iterator != mSoundPlayTime.end(); iterator++)
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{
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iterator->second.second += duration;
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}
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}
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void SoundManager::update(float duration)
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@ -43,10 +43,6 @@ namespace MWSound
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typedef std::pair<MWWorld::Ptr,std::string> PtrIDPair;
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typedef std::map<MWBase::SoundPtr,PtrIDPair> SoundMap;
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SoundMap mActiveSounds;
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typedef std::pair<MWWorld::Ptr, float> PtrFloatPair;
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typedef std::map<MWBase::SoundPtr, PtrFloatPair> SoundPlayingTimeMap;
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SoundPlayingTimeMap mSoundPlayTime;
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MWBase::SoundPtr mUnderwaterSound;
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@ -108,9 +104,6 @@ namespace MWSound
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virtual void stopSay(const MWWorld::Ptr &reference=MWWorld::Ptr());
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///< Stop an actor speaking
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virtual float getSoundPlayingTime(const MWWorld::Ptr &reference=MWWorld::Ptr());
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///< Get the amount of time this sound has been playing.
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virtual MWBase::SoundPtr playTrack(const DecoderPtr& decoder, PlayType type);
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///< Play a 2D audio track, using a custom decoder
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