Don't initialize the soundmanager wehn defining --disable-sound. Sound can still be enabled at runtime by setting /sim/sound/working to 'true'
This commit is contained in:
parent
0238a09c4d
commit
8e4d979aca
2 changed files with 42 additions and 32 deletions
|
@ -1448,21 +1448,6 @@ bool fgInitSubsystems() {
|
|||
globals->get_event_mgr()->init();
|
||||
globals->get_event_mgr()->setRealtimeProperty(fgGetNode("/sim/time/delta-realtime-sec", true));
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Initialize the sound manager subsystem.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
globals->get_soundmgr()->bind();
|
||||
globals->get_soundmgr()->init(fgGetString("/sim/sound/device-name", NULL));
|
||||
|
||||
vector <const char*>devices =
|
||||
globals->get_soundmgr()->get_available_devices();
|
||||
for (unsigned int i=0; i<devices.size(); i++) {
|
||||
SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
|
||||
p->setStringValue(devices[i]);
|
||||
}
|
||||
devices.clear();
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Initialize the property interpolator subsystem. Put into the INIT
|
||||
// group because the "nasal" subsystem may need it at GENERAL take-down.
|
||||
|
|
|
@ -104,6 +104,7 @@ long global_multi_loop;
|
|||
SGTimeStamp last_time_stamp;
|
||||
SGTimeStamp current_time_stamp;
|
||||
|
||||
void fgInitSoundManager();
|
||||
void fgSetNewSoundDevice(const char *);
|
||||
|
||||
// The atexit() function handler should know when the graphical subsystem
|
||||
|
@ -482,22 +483,33 @@ static void fgMainLoop( void ) {
|
|||
// Update the sound manager last so it can use the CPU while the GPU
|
||||
// is processing the scenery (doubled the frame-rate for me) -EMH-
|
||||
#ifdef ENABLE_AUDIO_SUPPORT
|
||||
static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
|
||||
static SGSoundMgr *smgr = globals->get_soundmgr();
|
||||
static bool smgr_enabled = true;
|
||||
if (smgr_enabled != sound_enabled->getBoolValue()) {
|
||||
if (smgr_enabled == true) { // request to suspend
|
||||
smgr->suspend();
|
||||
} else {
|
||||
smgr->resume();
|
||||
static bool smgr_init = true;
|
||||
if (smgr_init == true) {
|
||||
static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
|
||||
if (sound_working->getBoolValue() == true) {
|
||||
fgInitSoundManager();
|
||||
smgr_init = false;
|
||||
}
|
||||
smgr_enabled = sound_enabled->getBoolValue();
|
||||
}
|
||||
} else {
|
||||
static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
|
||||
static SGSoundMgr *smgr = globals->get_soundmgr();
|
||||
static bool smgr_enabled = true;
|
||||
|
||||
if (smgr_enabled == true) {
|
||||
static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
|
||||
smgr->set_volume(volume->getFloatValue());
|
||||
smgr->update(delta_time_sec);
|
||||
if (smgr_enabled != sound_enabled->getBoolValue()) {
|
||||
if (smgr_enabled == true) { // request to suspend
|
||||
smgr->suspend();
|
||||
smgr_enabled = false;
|
||||
} else {
|
||||
smgr->resume();
|
||||
smgr_enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (smgr_enabled == true) {
|
||||
static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
|
||||
smgr->set_volume(volume->getFloatValue());
|
||||
smgr->update(delta_time_sec);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -507,9 +519,7 @@ static void fgMainLoop( void ) {
|
|||
&& cur_fdm_state->get_inited()) {
|
||||
fgSetBool("sim/sceneryloaded",true);
|
||||
if (fgGetBool("/sim/sound/working")) {
|
||||
smgr->activate();
|
||||
} else {
|
||||
smgr->stop();
|
||||
globals->get_soundmgr()->activate();
|
||||
}
|
||||
globals->get_props()->tie("/sim/sound/devices/name",
|
||||
SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
|
||||
|
@ -520,6 +530,21 @@ static void fgMainLoop( void ) {
|
|||
SG_LOG( SG_ALL, SG_DEBUG, "" );
|
||||
}
|
||||
|
||||
void fgInitSoundManager()
|
||||
{
|
||||
SGSoundMgr *smgr = globals->get_soundmgr();
|
||||
|
||||
smgr->bind();
|
||||
smgr->init(fgGetString("/sim/sound/device-name", NULL));
|
||||
|
||||
vector <const char*>devices = smgr->get_available_devices();
|
||||
for (unsigned int i=0; i<devices.size(); i++) {
|
||||
SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
|
||||
p->setStringValue(devices[i]);
|
||||
}
|
||||
devices.clear();
|
||||
}
|
||||
|
||||
void fgSetNewSoundDevice(const char *device)
|
||||
{
|
||||
globals->get_soundmgr()->suspend();
|
||||
|
|
Loading…
Reference in a new issue