Handle the "sound" events in runAnimation

actorid
Chris Robinson 12 years ago
parent df8889dcc4
commit d77d035d3a

@ -24,7 +24,6 @@
#include "../mwrender/animation.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
@ -134,19 +133,6 @@ CharacterController::~CharacterController()
void CharacterController::markerEvent(float time, const std::string &evt)
{
if(evt.compare(0, 7, "sound: ") == 0)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
return;
}
if(evt.compare(0, 10, "soundgen: ") == 0)
{
// FIXME: Lookup the SoundGen (SNDG) for the specified sound that corresponds
// to this actor type
return;
}
if(evt == "stop")
{
if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1])

@ -8,6 +8,7 @@
#include <OgreSceneManager.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/character.hpp"
@ -406,6 +407,20 @@ Ogre::Vector3 Animation::runAnimation(float timepassed)
/* Do nothing */
continue;
}
if(evt.compare(0, 7, "sound: ") == 0)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
continue;
}
if(evt.compare(0, 10, "soundgen: ") == 0)
{
// FIXME: Lookup the SoundGen (SNDG) for the specified sound that corresponds
// to this actor type
continue;
}
if(evt == "loop stop")
{
if(mLooping)

Loading…
Cancel
Save