Avoid excessive loadSound calls

pull/426/head^2
Andrei Kortunov 7 years ago
parent 4872edc5ed
commit b15bed8e22

@ -20,9 +20,9 @@
#include "../mwmechanics/actorutil.hpp"
#include "sound_output.hpp"
#include "sound_buffer.hpp"
#include "sound_decoder.hpp"
#include "sound_output.hpp"
#include "sound.hpp"
#include "openal_output.hpp"
@ -578,7 +578,7 @@ namespace MWSound
if(!sfx) return nullptr;
// Only one copy of given sound can be played at time, so stop previous copy
stopSound(soundId);
stopSound(sfx, MWWorld::ConstPtr());
Sound *sound = getSoundRef();
sound->init(volume * sfx->mVolume, volumeFromType(type), pitch, mode|type|Play_2D);
@ -614,7 +614,7 @@ namespace MWSound
return nullptr;
// Only one copy of given sound can be played at time on ptr, so stop previous copy
stopSound3D(ptr, soundId);
stopSound(sfx, ptr);
bool played;
Sound *sound = getSoundRef();
@ -681,12 +681,11 @@ namespace MWSound
mOutput->finishSound(sound);
}
void SoundManager::stopSound3D(const MWWorld::ConstPtr &ptr, const std::string& soundId)
void SoundManager::stopSound(Sound_Buffer *sfx, const MWWorld::ConstPtr &ptr)
{
SoundMap::iterator snditer = mActiveSounds.find(ptr);
if(snditer != mActiveSounds.end())
{
Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId));
for(SoundBufferRefPair &snd : snditer->second)
{
if(snd.second == sfx)
@ -695,6 +694,22 @@ namespace MWSound
}
}
void SoundManager::stopSound(const std::string& soundId)
{
Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId));
if (!sfx) return;
stopSound(sfx, MWWorld::ConstPtr());
}
void SoundManager::stopSound3D(const MWWorld::ConstPtr &ptr, const std::string& soundId)
{
Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId));
if (!sfx) return;
stopSound(sfx, ptr);
}
void SoundManager::stopSound3D(const MWWorld::ConstPtr &ptr)
{
SoundMap::iterator snditer = mActiveSounds.find(ptr);
@ -718,6 +733,7 @@ namespace MWSound
mOutput->finishSound(sndbuf.first);
}
}
for(SaySoundMap::value_type &snd : mActiveSaySounds)
{
if(!snd.first.isEmpty() && snd.first != MWMechanics::getPlayer() && snd.first.getCell() == cell)
@ -725,20 +741,6 @@ namespace MWSound
}
}
void SoundManager::stopSound(const std::string& soundId)
{
SoundMap::iterator snditer = mActiveSounds.find(MWWorld::ConstPtr());
if(snditer != mActiveSounds.end())
{
Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId));
for(SoundBufferRefPair &sndbuf : snditer->second)
{
if(sndbuf.second == sfx)
mOutput->finishSound(sndbuf.first);
}
}
}
void SoundManager::fadeOutSound3D(const MWWorld::ConstPtr &ptr,
const std::string& soundId, float duration)
{

@ -145,6 +145,9 @@ namespace MWSound
DecoderPtr getDecoder();
friend class OpenAL_Output;
void stopSound(Sound_Buffer *sfx, const MWWorld::ConstPtr &ptr);
///< Stop the given object from playing given sound buffer.
public:
SoundManager(const VFS::Manager* vfs, const std::map<std::string, std::string>& fallbackMap, bool useSound);
virtual ~SoundManager();

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