Code at this level shouldn't care if the sound manager is paused or not.
Just forge ahead as if sound is playing, let the sound manger worry about the details.
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3 changed files with 5 additions and 6 deletions
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@ -183,8 +183,7 @@ void FGAIPlane::ProcessCallback(int code) {
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// The repeating flag indicates whether the message should be repeated continuously or played once.
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void FGAIPlane::Render(string refname, bool repeating) {
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#ifdef ENABLE_AUDIO_SUPPORT
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voice = (voiceOK && fgGetBool("/sim/sound/audible")
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&& fgGetBool("/sim/sound/voice"));
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voice = (voiceOK && fgGetBool("/sim/sound/voice"));
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if(voice) {
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int len;
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unsigned char* buf = vPtr->WriteMessage((char*)pending_transmission.c_str(), len, voice);
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@ -217,8 +217,7 @@ void FGATC::SetData(ATCData* d) {
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// The repeating flag indicates whether the message should be repeated continuously or played once.
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void FGATC::Render(string msg, string refname, bool repeating) {
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#ifdef ENABLE_AUDIO_SUPPORT
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voice = (voiceOK && fgGetBool("/sim/sound/audible")
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&& fgGetBool("/sim/sound/voice"));
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voice = (voiceOK && fgGetBool("/sim/sound/voice"));
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if(voice) {
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int len;
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unsigned char* buf = vPtr->WriteMessage((char*)msg.c_str(), len, voice);
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@ -117,9 +117,10 @@ void FGATCMgr::init() {
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voiceOK = v1->LoadVoice("default");
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voice = true;
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/* I've loaded the voice even if /sim/sound/audible is false
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/* I've loaded the voice even if /sim/sound/pause is true
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* since I know no way of forcing load of the voice if the user
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* subsequently switches /sim/sound/audible to true. */
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* subsequently switches /sim/sound/audible to true.
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* (which is the right thing to do -- CLO) :-) */
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#else
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voice = false;
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#endif
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