Remove audio update from main.cxx, back to FGFX (but keep the timing-dependent piece done artificially late)
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0c8c8380b1
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0dbf2de0b6
3 changed files with 22 additions and 130 deletions
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@ -63,6 +63,7 @@
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#include <Scenery/tilemgr.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <Sound/beacon.hxx>
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#include <Sound/beacon.hxx>
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#include <Sound/morse.hxx>
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#include <Sound/morse.hxx>
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#include <Sound/fg_fx.hxx>
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#include <FDM/flight.hxx>
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#include <FDM/flight.hxx>
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#include <ATCDCL/ATCmgr.hxx>
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#include <ATCDCL/ATCmgr.hxx>
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#include <ATCDCL/AIMgr.hxx>
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#include <ATCDCL/AIMgr.hxx>
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@ -451,13 +452,6 @@ static void fgMainLoop( void ) {
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"Elapsed time is zero ... we're zinging" );
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"Elapsed time is zero ... we're zinging" );
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}
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}
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// Run audio scheduler
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#ifdef ENABLE_AUDIO_SUPPORT
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if ( globals->get_soundmgr()->is_working() ) {
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globals->get_soundmgr()->update( delta_time_sec );
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}
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#endif
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globals->get_subsystem_mgr()->update(delta_time_sec);
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globals->get_subsystem_mgr()->update(delta_time_sec);
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//
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//
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@ -466,7 +460,6 @@ static void fgMainLoop( void ) {
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// we may want to move this to its own class at some point
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// we may want to move this to its own class at some point
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//
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//
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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FGViewer *current_view = globals->get_current_view();
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globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
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globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
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// update tile manager for view...
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// update tile manager for view...
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@ -484,123 +477,10 @@ static void fgMainLoop( void ) {
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// update the view angle as late as possible, but before sound calculations
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// update the view angle as late as possible, but before sound calculations
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globals->get_viewmgr()->update(real_delta_time_sec);
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globals->get_viewmgr()->update(real_delta_time_sec);
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// Run audio scheduler
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#ifdef ENABLE_AUDIO_SUPPORT
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#ifdef ENABLE_AUDIO_SUPPORT
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if ( globals->get_soundmgr()->is_working() ) {
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FGFX* fx = (FGFX*) globals->get_subsystem("fx");
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// Right now we make a simplifying assumption that the primary
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fx->update_fx_late(delta_time_sec);
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// aircraft is the source of all sounds and that all sounds are
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// positioned in the aircraft base
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static sgdVec3 last_listener_pos = {0, 0, 0};
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static sgdVec3 last_model_pos = {0, 0, 0};
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// get the orientation
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const SGQuatd view_or = current_view->getViewOrientation();
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SGQuatd surf_or = SGQuatd::fromLonLat(current_view->getPosition());
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SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
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globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
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globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
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globals->get_aircraft_model()->get3DModel()->getRollDeg());
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// get the up and at vector in the aircraft base
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// (ok, the up vector is a down vector, but the coordinates
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// are finally calculated in a left hand system and openal
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// lives in a right hand system. Therefore we need to pass
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// the down vector to get correct stereo sound.)
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SGVec3d sgv_up = model_or.rotateBack(
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surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
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sgVec3 up;
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sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
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SGVec3d sgv_at = model_or.rotateBack(
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surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
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sgVec3 at;
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sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
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// get the location data for the primary FDM (now hardcoded to ac model)...
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SGGeod geodPos = globals->get_aircraft_model()->get3DModel()->getPosition();
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SGVec3d model_pos = SGVec3d::fromGeod(geodPos);
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// Calculate speed of listener and model. This code assumes the
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// listener is either tracking the model at the same speed or
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// stationary.
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sgVec3 listener_vel, model_vel;
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SGVec3d SGV3d_help;
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sgdVec3 sgdv3_help;
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sgdVec3 sgdv3_null = {0, 0, 0};
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// the aircraft velocity as reported by the fdm (this will not
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// vary or be affected by frame rates or timing jitter.)
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sgVec3 fdm_vel_vec;
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sgSetVec3( fdm_vel_vec,
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vn_fps->getDoubleValue() * SG_FEET_TO_METER,
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ve_fps->getDoubleValue() * SG_FEET_TO_METER,
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vd_fps->getDoubleValue() * SG_FEET_TO_METER );
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double fdm_vel = sgLengthVec3(fdm_vel_vec);
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// compute the aircraft velocity vector and scale it to the length
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// of the fdm velocity vector. This gives us a vector in the
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// proper coordinate system, but also with the proper time
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// invariant magnitude.
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sgdSubVec3( sgdv3_help,
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last_model_pos, model_pos.data());
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sgdAddVec3( last_model_pos, sgdv3_null, model_pos.data());
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SGV3d_help = model_or.rotateBack(
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surf_or.rotateBack(SGVec3d(sgdv3_help[0],
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sgdv3_help[1], sgdv3_help[2])));
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sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
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float vel = sgLengthVec3(model_vel);
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if ( fabs(vel) > 0.0001 ) {
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if ( fabs(fdm_vel / vel) > 0.0001 ) {
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sgScaleVec3( model_vel, fdm_vel / vel );
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}
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}
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// check for moving or stationary listener (view position)
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sgdSubVec3( sgdv3_help,
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last_listener_pos, current_view->get_view_pos().data());
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sgdAddVec3( last_listener_pos,
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sgdv3_null, current_view->get_view_pos().data());
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if ( sgdLengthVec3(sgdv3_help) > 0.2 ) {
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sgCopyVec3( listener_vel, model_vel );
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} else {
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sgSetVec3( listener_vel, 0.0, 0.0, 0.0 );
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}
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globals->get_soundmgr()->set_listener_vel( listener_vel );
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// set positional offset for sources
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sgdVec3 dsource_pos_offset;
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sgdSubVec3( dsource_pos_offset,
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current_view->get_view_pos().data(),
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model_pos.data() );
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SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
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surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
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dsource_pos_offset[1], dsource_pos_offset[2])));
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sgVec3 source_pos_offset;
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sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
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sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
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globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
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float orient[6];
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for (int i = 0; i < 3; i++) {
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orient[i] = sgv_at[i];
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orient[i + 3] = sgv_up[i];
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}
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globals->get_soundmgr()->set_listener_orientation( orient );
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// set the velocity
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// all sources are defined to be in the model
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globals->get_soundmgr()->set_source_vel_all( model_vel );
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// The listener is always positioned at the origin.
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sgVec3 listener_pos;
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sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
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globals->get_soundmgr()->set_listener_pos( listener_pos );
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}
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#endif
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#endif
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// END Tile Manager udpates
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// END Tile Manager udpates
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@ -137,12 +137,6 @@ FGFX::update (double dt)
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return;
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return;
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}
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}
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#if 0
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// moved back to the mainloop to prevent audio problems
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smgr->update(dt);
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update_pos_and_orientation(smgr, dt);
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#endif
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// command sound manger
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// command sound manger
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bool pause = _pause->getBoolValue();
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bool pause = _pause->getBoolValue();
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if ( pause != last_pause ) {
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if ( pause != last_pause ) {
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@ -190,6 +184,18 @@ FGFX::update (double dt)
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}
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}
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}
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}
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void
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FGFX::update_fx_late(double dt)
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{
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SGSoundMgr *smgr = globals->get_soundmgr();
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if (!smgr->is_working()) {
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return;
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}
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smgr->update(dt);
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update_pos_and_orientation(smgr, dt);
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}
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/**
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/**
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* add a sound sample to the message queue which is played sequentially
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* add a sound sample to the message queue which is played sequentially
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* in order.
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* in order.
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@ -73,6 +73,12 @@ public:
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void play_message( SGSoundSample *_sample );
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void play_message( SGSoundSample *_sample );
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void play_message( const std::string& path, const std::string& fname, double volume );
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void play_message( const std::string& path, const std::string& fname, double volume );
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/**
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* Explicit late update hook, to avoid problems which occur if done during
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* normal SGSubsytem updating.
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*/
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void update_fx_late(double dt);
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private:
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private:
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void update_pos_and_orientation(SGSoundMgr *smgr, double dt);
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void update_pos_and_orientation(SGSoundMgr *smgr, double dt);
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