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Prevent PlaySound overlapping
This commit is contained in:
parent
b995584ad2
commit
4872edc5ed
5 changed files with 9 additions and 10 deletions
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@ -337,7 +337,7 @@ namespace MWBase
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/// Cycle to next or previous weapon
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/// Cycle to next or previous weapon
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virtual void cycleWeapon(bool next) = 0;
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virtual void cycleWeapon(bool next) = 0;
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virtual void playSound(const std::string& soundId, bool preventOverlapping = false, float volume = 1.f, float pitch = 1.f) = 0;
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virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f) = 0;
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// In WindowManager for now since there isn't a VFS singleton
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// In WindowManager for now since there isn't a VFS singleton
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virtual std::string correctIconPath(const std::string& path) = 0;
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virtual std::string correctIconPath(const std::string& path) = 0;
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@ -200,7 +200,7 @@ namespace MWGui
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{
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{
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if ((mCurrentPage+1)*2 < mPages.size())
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if ((mCurrentPage+1)*2 < mPages.size())
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{
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{
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MWBase::Environment::get().getWindowManager()->playSound("book page2", true);
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MWBase::Environment::get().getWindowManager()->playSound("book page2");
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++mCurrentPage;
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++mCurrentPage;
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@ -211,7 +211,7 @@ namespace MWGui
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{
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{
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if (mCurrentPage > 0)
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if (mCurrentPage > 0)
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{
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{
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MWBase::Environment::get().getWindowManager()->playSound("book page", true);
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MWBase::Environment::get().getWindowManager()->playSound("book page");
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--mCurrentPage;
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--mCurrentPage;
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@ -1919,16 +1919,12 @@ namespace MWGui
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mInventoryWindow->cycle(next);
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mInventoryWindow->cycle(next);
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}
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}
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void WindowManager::playSound(const std::string& soundId, bool preventOverlapping, float volume, float pitch)
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void WindowManager::playSound(const std::string& soundId, float volume, float pitch)
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{
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{
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if (soundId.empty())
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if (soundId.empty())
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return;
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return;
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MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
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MWBase::Environment::get().getSoundManager()->playSound(soundId, volume, pitch, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv);
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if (preventOverlapping && sndmgr->getSoundPlaying(MWWorld::Ptr(), soundId))
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return;
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sndmgr->playSound(soundId, volume, pitch, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv);
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}
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}
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void WindowManager::updateSpellWindow()
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void WindowManager::updateSpellWindow()
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@ -366,7 +366,7 @@ namespace MWGui
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/// Cycle to next or previous weapon
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/// Cycle to next or previous weapon
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virtual void cycleWeapon(bool next);
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virtual void cycleWeapon(bool next);
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virtual void playSound(const std::string& soundId, bool preventOverlapping = false, float volume = 1.f, float pitch = 1.f);
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virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f);
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// In WindowManager for now since there isn't a VFS singleton
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// In WindowManager for now since there isn't a VFS singleton
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virtual std::string correctIconPath(const std::string& path);
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virtual std::string correctIconPath(const std::string& path);
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@ -577,6 +577,9 @@ namespace MWSound
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Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId));
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Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId));
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if(!sfx) return nullptr;
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if(!sfx) return nullptr;
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// Only one copy of given sound can be played at time, so stop previous copy
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stopSound(soundId);
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Sound *sound = getSoundRef();
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Sound *sound = getSoundRef();
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sound->init(volume * sfx->mVolume, volumeFromType(type), pitch, mode|type|Play_2D);
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sound->init(volume * sfx->mVolume, volumeFromType(type), pitch, mode|type|Play_2D);
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if(!mOutput->playSound(sound, sfx->mHandle, offset))
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if(!mOutput->playSound(sound, sfx->mHandle, offset))
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