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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:
ehofman 2010-01-10 11:00:52 +00:00 committed by Tim Moore
parent 0238a09c4d
commit 8e4d979aca
2 changed files with 42 additions and 32 deletions

View file

@ -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.

View file

@ -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();