Prevent PlaySound overlapping

0.6.3
Andrei Kortunov 6 years ago
parent b995584ad2
commit 4872edc5ed

@ -337,7 +337,7 @@ namespace MWBase
/// Cycle to next or previous weapon
virtual void cycleWeapon(bool next) = 0;
virtual void playSound(const std::string& soundId, bool preventOverlapping = false, float volume = 1.f, float pitch = 1.f) = 0;
virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f) = 0;
// In WindowManager for now since there isn't a VFS singleton
virtual std::string correctIconPath(const std::string& path) = 0;

@ -200,7 +200,7 @@ namespace MWGui
{
if ((mCurrentPage+1)*2 < mPages.size())
{
MWBase::Environment::get().getWindowManager()->playSound("book page2", true);
MWBase::Environment::get().getWindowManager()->playSound("book page2");
++mCurrentPage;
@ -211,7 +211,7 @@ namespace MWGui
{
if (mCurrentPage > 0)
{
MWBase::Environment::get().getWindowManager()->playSound("book page", true);
MWBase::Environment::get().getWindowManager()->playSound("book page");
--mCurrentPage;

@ -1919,16 +1919,12 @@ namespace MWGui
mInventoryWindow->cycle(next);
}
void WindowManager::playSound(const std::string& soundId, bool preventOverlapping, float volume, float pitch)
void WindowManager::playSound(const std::string& soundId, float volume, float pitch)
{
if (soundId.empty())
return;
MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
if (preventOverlapping && sndmgr->getSoundPlaying(MWWorld::Ptr(), soundId))
return;
sndmgr->playSound(soundId, volume, pitch, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv);
MWBase::Environment::get().getSoundManager()->playSound(soundId, volume, pitch, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv);
}
void WindowManager::updateSpellWindow()

@ -366,7 +366,7 @@ namespace MWGui
/// Cycle to next or previous weapon
virtual void cycleWeapon(bool next);
virtual void playSound(const std::string& soundId, bool preventOverlapping = false, float volume = 1.f, float pitch = 1.f);
virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f);
// In WindowManager for now since there isn't a VFS singleton
virtual std::string correctIconPath(const std::string& path);

@ -577,6 +577,9 @@ namespace MWSound
Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId));
if(!sfx) return nullptr;
// Only one copy of given sound can be played at time, so stop previous copy
stopSound(soundId);
Sound *sound = getSoundRef();
sound->init(volume * sfx->mVolume, volumeFromType(type), pitch, mode|type|Play_2D);
if(!mOutput->playSound(sound, sfx->mHandle, offset))

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