Don't initialize the soundmanager wehn defining --disable-sound. Sound can still be enabled at runtime by setting /sim/sound/working to 'true'
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0238a09c4d
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2 changed files with 42 additions and 32 deletions
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@ -1448,21 +1448,6 @@ bool fgInitSubsystems() {
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globals->get_event_mgr()->init();
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globals->get_event_mgr()->setRealtimeProperty(fgGetNode("/sim/time/delta-realtime-sec", true));
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////////////////////////////////////////////////////////////////////
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// Initialize the sound manager subsystem.
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////////////////////////////////////////////////////////////////////
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globals->get_soundmgr()->bind();
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globals->get_soundmgr()->init(fgGetString("/sim/sound/device-name", NULL));
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vector <const char*>devices =
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globals->get_soundmgr()->get_available_devices();
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for (unsigned int i=0; i<devices.size(); i++) {
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SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
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p->setStringValue(devices[i]);
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}
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devices.clear();
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////////////////////////////////////////////////////////////////////
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// Initialize the property interpolator subsystem. Put into the INIT
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// group because the "nasal" subsystem may need it at GENERAL take-down.
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@ -104,6 +104,7 @@ long global_multi_loop;
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SGTimeStamp last_time_stamp;
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SGTimeStamp current_time_stamp;
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void fgInitSoundManager();
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void fgSetNewSoundDevice(const char *);
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// The atexit() function handler should know when the graphical subsystem
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@ -482,16 +483,26 @@ static void fgMainLoop( void ) {
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// Update the sound manager last so it can use the CPU while the GPU
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// is processing the scenery (doubled the frame-rate for me) -EMH-
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#ifdef ENABLE_AUDIO_SUPPORT
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static bool smgr_init = true;
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if (smgr_init == true) {
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static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
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if (sound_working->getBoolValue() == true) {
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fgInitSoundManager();
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smgr_init = false;
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}
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} else {
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static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
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static SGSoundMgr *smgr = globals->get_soundmgr();
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static bool smgr_enabled = true;
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if (smgr_enabled != sound_enabled->getBoolValue()) {
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if (smgr_enabled == true) { // request to suspend
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smgr->suspend();
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smgr_enabled = false;
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} else {
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smgr->resume();
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smgr_enabled = true;
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}
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smgr_enabled = sound_enabled->getBoolValue();
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}
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if (smgr_enabled == true) {
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@ -499,6 +510,7 @@ static void fgMainLoop( void ) {
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smgr->set_volume(volume->getFloatValue());
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smgr->update(delta_time_sec);
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}
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}
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#endif
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// END Tile Manager udpates
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@ -507,9 +519,7 @@ static void fgMainLoop( void ) {
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&& cur_fdm_state->get_inited()) {
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fgSetBool("sim/sceneryloaded",true);
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if (fgGetBool("/sim/sound/working")) {
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smgr->activate();
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} else {
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smgr->stop();
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globals->get_soundmgr()->activate();
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}
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globals->get_props()->tie("/sim/sound/devices/name",
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SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
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@ -520,6 +530,21 @@ static void fgMainLoop( void ) {
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SG_LOG( SG_ALL, SG_DEBUG, "" );
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}
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void fgInitSoundManager()
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{
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SGSoundMgr *smgr = globals->get_soundmgr();
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smgr->bind();
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smgr->init(fgGetString("/sim/sound/device-name", NULL));
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vector <const char*>devices = smgr->get_available_devices();
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for (unsigned int i=0; i<devices.size(); i++) {
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SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
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p->setStringValue(devices[i]);
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}
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devices.clear();
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}
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void fgSetNewSoundDevice(const char *device)
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{
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globals->get_soundmgr()->suspend();
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