Chatter-queue moved out of globals
- now lives as part of the sound-manager, yay.
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fc9c43b48d
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c400405b0a
6 changed files with 50 additions and 65 deletions
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@ -1061,46 +1061,6 @@ do_add_model (const SGPropertyNode * arg)
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return true;
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}
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/**
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* Built-in command: play an audio message (i.e. a wav file) This is
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* fire and forget. Call this once per message and it will get dumped
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* into a queue. Messages are played sequentially so they do not
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* overlap.
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*/
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static bool
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do_play_audio_sample (const SGPropertyNode * arg)
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{
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SGSoundMgr *smgr = globals->get_subsystem<SGSoundMgr>();
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if (!smgr) {
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SG_LOG(SG_GENERAL, SG_WARN, "play-audio-sample: sound-manager not running");
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return false;
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}
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string path = arg->getStringValue("path");
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string file = arg->getStringValue("file");
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float volume = arg->getFloatValue("volume");
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// cout << "playing " << path << " / " << file << endl;
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try {
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FGSampleQueue *queue = globals->get_chatter_queue();
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if ( !queue ) {
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queue = new FGSampleQueue(smgr, "chatter");
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queue->tie_to_listener();
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globals->set_chatter_queue(queue);
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}
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SGSoundSample *msg = new SGSoundSample(file.c_str(), path);
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msg->set_volume( volume );
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queue->add( msg );
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return true;
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} catch (const sg_io_exception&) {
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SG_LOG(SG_GENERAL, SG_ALERT, "play-audio-sample: "
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"failed to load" << path << '/' << file);
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return false;
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}
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}
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/**
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* Built-in command: commit presets (read from in /sim/presets/)
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*/
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@ -1470,7 +1430,6 @@ static struct {
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{ "open-browser", do_open_browser },
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{ "gui-redraw", do_gui_redraw },
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{ "add-model", do_add_model },
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{ "play-audio-sample", do_play_audio_sample },
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{ "presets-commit", do_presets_commit },
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{ "log-level", do_log_level },
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{ "replay", do_replay },
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@ -1069,7 +1069,6 @@ void fgStartNewReset()
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globals->set_renderer(NULL);
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globals->set_matlib(NULL);
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globals->set_chatter_queue(NULL);
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simgear::clearEffectCache();
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simgear::SGModelLib::resetPropertyRoot();
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@ -54,7 +54,6 @@
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#include <Navaids/navlist.hxx>
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#include <Viewer/renderer.hxx>
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#include <Viewer/viewmgr.hxx>
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#include <Sound/sample_queue.hxx>
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#include "globals.hxx"
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#include "locale.hxx"
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@ -160,8 +159,7 @@ FGGlobals::FGGlobals() :
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channel_options_list( NULL ),
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initial_waypoints( NULL ),
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channellist( NULL ),
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haveUserSettings(false),
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_chatter_queue(NULL)
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haveUserSettings(false)
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{
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SGPropertyNode* root = new SGPropertyNode;
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props = SGPropertyNode_ptr(root);
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@ -224,7 +222,6 @@ FGGlobals::~FGGlobals()
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// renderer touches subsystems during its destruction
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set_renderer(NULL);
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_chatter_queue.clear();
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delete subsystem_mgr;
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subsystem_mgr = NULL; // important so ::get_subsystem returns NULL
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@ -720,16 +717,6 @@ FGControls *FGGlobals::get_controls() const
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return get_subsystem<FGControls>();
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}
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FGSampleQueue* FGGlobals::get_chatter_queue() const
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{
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return _chatter_queue;
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}
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void FGGlobals::set_chatter_queue(FGSampleQueue* queue)
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{
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_chatter_queue = queue;
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}
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void FGGlobals::addListenerToCleanup(SGPropertyChangeListener* l)
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{
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_listeners_to_cleanup.push_back(l);
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@ -63,7 +63,6 @@ class FGTileMgr;
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class FGViewMgr;
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class FGViewer;
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class FGRenderer;
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class FGSampleQueue;
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namespace simgear { namespace pkg {
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class Root;
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@ -140,9 +139,7 @@ private:
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* helper to initialise standard properties on a new property tree
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*/
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void initProperties();
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SGSharedPtr<FGSampleQueue> _chatter_queue;
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void cleanupListeners();
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typedef std::vector<SGPropertyChangeListener*> SGPropertyChangeListenerVec;
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@ -341,9 +338,6 @@ public:
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*/
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void saveUserSettings();
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FGSampleQueue* get_chatter_queue() const;
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void set_chatter_queue(FGSampleQueue* queue);
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void addListenerToCleanup(SGPropertyChangeListener* l);
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simgear::pkg::Root* packageRoot();
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@ -22,10 +22,13 @@
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#endif
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#include <simgear/sound/soundmgr_openal.hxx>
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#include <simgear/structure/commands.hxx>
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#if defined(ENABLE_FLITE)
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#include "VoiceSynthesizer.hxx"
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#endif
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#include "sample_queue.hxx"
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#include "soundmanager.hxx"
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#include "Main/globals.hxx"
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#include "Main/fg_props.hxx"
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@ -87,6 +90,9 @@ void FGSoundManager::init()
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SGPropertyNode_ptr scenery_loaded = fgGetNode("sim/sceneryloaded", true);
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scenery_loaded->addChangeListener(_listener.get());
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globals->get_commands()->addCommand("play-audio-sample", this, &FGSoundManager::playAudioSampleCommand);
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reinit();
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}
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@ -96,7 +102,11 @@ void FGSoundManager::shutdown()
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scenery_loaded->removeChangeListener(_listener.get());
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stop();
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_chatterQueue.clear();
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globals->get_commands()->removeCommand("play-audio-sample");
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SGSoundMgr::shutdown();
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}
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@ -202,6 +212,37 @@ void FGSoundManager::update(double dt)
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}
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}
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/**
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* Built-in command: play an audio message (i.e. a wav file) This is
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* fire and forget. Call this once per message and it will get dumped
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* into a queue. Messages are played sequentially so they do not
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* overlap.
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*/
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bool FGSoundManager::playAudioSampleCommand(const SGPropertyNode * arg)
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{
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string path = arg->getStringValue("path");
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string file = arg->getStringValue("file");
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float volume = arg->getFloatValue("volume");
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// cout << "playing " << path << " / " << file << endl;
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try {
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if ( !_chatterQueue ) {
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_chatterQueue = new FGSampleQueue(this, "chatter");
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_chatterQueue->tie_to_listener();
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}
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SGSoundSample *msg = new SGSoundSample(file.c_str(), path);
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msg->set_volume( volume );
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_chatterQueue->add( msg );
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return true;
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} catch (const sg_io_exception&) {
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SG_LOG(SG_GENERAL, SG_ALERT, "play-audio-sample: "
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"failed to load" << path << '/' << file);
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return false;
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}
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}
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#if defined(ENABLE_FLITE)
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VoiceSynthesizer * FGSoundManager::getSynthesizer( const std::string & voice )
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{
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@ -26,6 +26,7 @@
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#include <simgear/structure/subsystem_mgr.hxx>
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#include <simgear/sound/soundmgr_openal.hxx>
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class FGSampleQueue;
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class SGSoundMgr;
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class Listener;
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#if defined(ENABLE_FLITE)
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@ -51,7 +52,11 @@ public:
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#endif
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private:
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bool stationaryView() const;
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bool playAudioSampleCommand(const SGPropertyNode * arg);
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SGSharedPtr<FGSampleQueue> _chatterQueue;
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bool _is_initialized, _enabled;
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SGPropertyNode_ptr _sound_working, _sound_enabled, _volume, _device_name;
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SGPropertyNode_ptr _currentView;
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