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Restructured the audio initialization order and don't attempt to continue

loading while intro music is being played.
This commit is contained in:
curt 2001-07-11 06:01:55 +00:00
parent 347d951bca
commit 1e474b4773

View file

@ -1207,20 +1207,42 @@ static void fgIdleFunction ( void ) {
idle_state++;
} else if ( idle_state == 1 ) {
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
// Start the intro music
#if !defined(WIN32)
if ( fgGetBool("/sim/startup/intro-music") ) {
string lockfile = "/tmp/mpg123.running";
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
string command = "(touch " + lockfile + "; mpg123 "
+ mp3file.str() + "> /dev/null 2>&1; /bin/rm "
+ lockfile + ") &";
SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
system ( command.c_str() );
}
#endif // !WIN32
FGSoundMgr *soundmgr = new FGSoundMgr;
globals->set_soundmgr( soundmgr );
if ( fgGetBool("/sim/sound") ) {
globals->get_soundmgr()->init();
s1 = new FGSimpleSound( fgGetString("/sim/sounds/engine",
"Sounds/wasp.wav") );
globals->get_soundmgr()->add( s1, "engine loop" );
globals->get_soundmgr()->play_looped( "engine loop" );
SG_LOG( SG_GENERAL, SG_INFO,
"Rate = " << s1->get_sample()->getRate()
<< " Bps = " << s1->get_sample()->getBps()
<< " Stereo = " << s1->get_sample()->getStereo() );
// s2 = new FGSimpleSound( "Sounds/corflaps.wav" );
// s2->set_volume( 0.3 );
// globals->get_soundmgr()->add( s2, "flaps" );
}
#endif
idle_state++;
@ -1256,47 +1278,6 @@ static void fgIdleFunction ( void ) {
idle_state++;
} else if ( idle_state == 6 ) {
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
#if !defined(WIN32)
if ( fgGetBool("/sim/startup/intro-music") ) {
// Let's wait for mpg123 to finish
string lockfile = "/tmp/mpg123.running";
struct stat stat_buf;
SG_LOG( SG_GENERAL, SG_INFO,
"Waiting for mpg123 player to finish ..." );
while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
// file exist, wait ...
sleep(1);
SG_LOG( SG_GENERAL, SG_INFO, ".");
}
SG_LOG( SG_GENERAL, SG_INFO, "");
}
#endif // WIN32
if ( fgGetBool("/sim/sound") ) {
globals->get_soundmgr()->init();
s1 = new FGSimpleSound( fgGetString("/sim/sounds/engine",
"Sounds/wasp.wav") );
globals->get_soundmgr()->add( s1, "engine loop" );
globals->get_soundmgr()->play_looped( "engine loop" );
SG_LOG( SG_GENERAL, SG_INFO,
"Rate = " << s1->get_sample()->getRate()
<< " Bps = " << s1->get_sample()->getBps()
<< " Stereo = " << s1->get_sample()->getStereo() );
s2 = new FGSimpleSound( "Sounds/corflaps.wav" );
// FGMorse mmm;
// mmm.init();
// s2 = mmm.make_ident( "JLI" );
s2->set_volume( 0.3 );
globals->get_soundmgr()->add( s2, "flaps" );
}
#endif
// sleep(1);
idle_state = 1000;
@ -1479,11 +1460,6 @@ int main( int argc, char **argv ) {
SGRoute *route = new SGRoute;
globals->set_route( route );
#ifdef ENABLE_AUDIO_SUPPORT
FGSoundMgr *soundmgr = new FGSoundMgr;
globals->set_soundmgr( soundmgr );
#endif
FGViewMgr *viewmgr = new FGViewMgr;
globals->set_viewmgr( viewmgr );