Moved handleMaterialSFX to updateGraphics(), which removes the need
for a isLastSubstep() function in main(). Fix potential bug when a new material sfx is triggered when a previous sfx still exists.
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@ -197,6 +197,7 @@ Kart::Kart (const std::string& ident, unsigned int world_kart_id,
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m_skid_sound = SFXManager::get()->createSoundSource( "skid" );
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m_skid_sound = SFXManager::get()->createSoundSource( "skid" );
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m_nitro_sound = SFXManager::get()->createSoundSource( "nitro" );
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m_nitro_sound = SFXManager::get()->createSoundSource( "nitro" );
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m_terrain_sound = NULL;
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m_terrain_sound = NULL;
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m_last_sound_material = NULL;
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m_previous_terrain_sound = NULL;
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m_previous_terrain_sound = NULL;
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} // Kart
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} // Kart
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@ -1202,7 +1203,8 @@ float Kart::getShieldTime() const
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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/**
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/**
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* Decreases the kart's shield time.
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* Decreases the kart's shield time.
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* \param t The time substracted from the shield timer. If t == 0.0f, the default amout of time is substracted.
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* \param t The time substracted from the shield timer. If t == 0.0f, the
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default amout of time is substracted.
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*/
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*/
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void Kart::decreaseShieldTime()
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void Kart::decreaseShieldTime()
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{
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{
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@ -1583,7 +1585,6 @@ void Kart::update(int ticks)
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}
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}
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body->setGravity(gravity);
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body->setGravity(gravity);
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} // if !flying
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} // if !flying
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handleMaterialSFX(material);
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if (material->isDriveReset() && isOnGround())
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if (material->isDriveReset() && isOnGround())
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{
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{
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new RescueAnimation(this);
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new RescueAnimation(this);
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@ -1777,7 +1778,7 @@ void Kart::setSquash(float time, float slowdown)
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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/** Plays any terrain specific sound effect.
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/** Plays any terrain specific sound effect.
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*/
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*/
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void Kart::handleMaterialSFX(const Material *material)
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void Kart::handleMaterialSFX()
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{
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{
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// If a terrain specific sfx is already being played, when a new
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// If a terrain specific sfx is already being played, when a new
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// terrain is entered, an old sfx should be finished (once, not
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// terrain is entered, an old sfx should be finished (once, not
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@ -1790,7 +1791,14 @@ void Kart::handleMaterialSFX(const Material *material)
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// FIXME: if there are already two sfx playing, don't add another
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// FIXME: if there are already two sfx playing, don't add another
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// one. This should reduce the performance impact when driving
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// one. This should reduce the performance impact when driving
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// on the bridge in Cocoa.
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// on the bridge in Cocoa.
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if(getLastMaterial()!=material && !m_previous_terrain_sound)
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const Material *material = m_terrain_info->getMaterial();
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// We can not use getLastMaterial() since, since the last material might
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// be updated several times during the physics updates, not indicating
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// that we have reached a new material with regards to the sound effect.
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// So we separately save the material last used for a sound effect and
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// then use this for comparison.
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if(m_last_sound_material!=material)
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{
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{
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// First stop any previously playing terrain sound
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// First stop any previously playing terrain sound
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// and remove it, so that m_previous_terrain_sound
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// and remove it, so that m_previous_terrain_sound
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@ -1799,19 +1807,21 @@ void Kart::handleMaterialSFX(const Material *material)
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{
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{
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m_previous_terrain_sound->deleteSFX();
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m_previous_terrain_sound->deleteSFX();
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}
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}
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m_previous_terrain_sound = m_terrain_sound;
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if(m_previous_terrain_sound)
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m_previous_terrain_sound->setLoop(false);
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const std::string &s = material->getSFXName();
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// Disable looping for the current terrain sound, and
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// make it the previous terrain sound.
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if (m_terrain_sound) m_terrain_sound->setLoop(false);
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m_previous_terrain_sound = m_terrain_sound;
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const std::string &sound_name = material ? material->getSFXName() : "";
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// In multiplayer mode sounds are NOT positional, because we have
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// In multiplayer mode sounds are NOT positional, because we have
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// multiple listeners. This would make the sounds of all AIs be
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// multiple listeners. This would make the sounds of all AIs be
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// audible at all times. So silence AI karts.
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// audible at all times. So silence AI karts.
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if (s.size()!=0 && (race_manager->getNumPlayers()==1 ||
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if (!sound_name.empty() && (race_manager->getNumPlayers()==1 ||
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m_controller->isLocalPlayerController() ) )
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m_controller->isLocalPlayerController() ) )
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{
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{
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m_terrain_sound = SFXManager::get()->createSoundSource(s);
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m_terrain_sound = SFXManager::get()->createSoundSource(sound_name);
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m_terrain_sound->play();
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m_terrain_sound->play();
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m_terrain_sound->setLoop(true);
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m_terrain_sound->setLoop(true);
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}
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}
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@ -1821,6 +1831,8 @@ void Kart::handleMaterialSFX(const Material *material)
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}
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}
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}
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}
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// Check if a previous terrain sound (now not looped anymore)
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// is finished and can be deleted.
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if(m_previous_terrain_sound &&
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if(m_previous_terrain_sound &&
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m_previous_terrain_sound->getStatus()==SFXBase::SFX_STOPPED)
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m_previous_terrain_sound->getStatus()==SFXBase::SFX_STOPPED)
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{
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{
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@ -1837,14 +1849,16 @@ void Kart::handleMaterialSFX(const Material *material)
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// terrain sound is not necessarily a looping sound so check its status before
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// terrain sound is not necessarily a looping sound so check its status before
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// setting its speed, to avoid 'ressuscitating' sounds that had already stopped
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// setting its speed, to avoid 'ressuscitating' sounds that had already stopped
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if(m_terrain_sound && main_loop->isLastSubstep() &&
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if(m_terrain_sound &&
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(m_terrain_sound->getStatus()==SFXBase::SFX_PLAYING ||
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(m_terrain_sound->getStatus()==SFXBase::SFX_PLAYING ||
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m_terrain_sound->getStatus()==SFXBase::SFX_PAUSED))
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m_terrain_sound->getStatus()==SFXBase::SFX_PAUSED) )
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{
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{
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m_terrain_sound->setPosition(getXYZ());
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m_terrain_sound->setPosition(getXYZ());
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material->setSFXSpeed(m_terrain_sound, m_speed, m_schedule_pause);
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if(material)
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material->setSFXSpeed(m_terrain_sound, m_speed, m_schedule_pause);
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}
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}
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m_last_sound_material = material;
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} // handleMaterialSFX
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} // handleMaterialSFX
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -3038,7 +3052,7 @@ void Kart::updateGraphics(float dt)
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handleMaterialGFX(dt);
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handleMaterialGFX(dt);
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updateEngineSFX(dt);
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updateEngineSFX(dt);
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handleMaterialSFX();
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} // updateGraphics
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} // updateGraphics
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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@ -226,7 +226,12 @@ protected:
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static const int EMITTER_COUNT = 3;
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static const int EMITTER_COUNT = 3;
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SFXBase *m_emitters[EMITTER_COUNT];
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SFXBase *m_emitters[EMITTER_COUNT];
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SFXBase *m_engine_sound;
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SFXBase *m_engine_sound;
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/** Sound to be played depending on terrain. */
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SFXBase *m_terrain_sound;
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SFXBase *m_terrain_sound;
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/** The material for which the last sound effect was played. */
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const Material *m_last_sound_material;
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SFXBase *m_nitro_sound;
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SFXBase *m_nitro_sound;
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/** A pointer to the previous terrain sound needs to be saved so that an
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/** A pointer to the previous terrain sound needs to be saved so that an
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* 'older' sfx can be finished and an abrupt end of the sfx is avoided. */
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* 'older' sfx can be finished and an abrupt end of the sfx is avoided. */
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@ -244,7 +249,7 @@ protected:
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int m_min_nitro_ticks;
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int m_min_nitro_ticks;
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void updatePhysics(int ticks);
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void updatePhysics(int ticks);
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void handleMaterialSFX(const Material *material);
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void handleMaterialSFX();
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void handleMaterialGFX(float dt);
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void handleMaterialGFX(float dt);
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void updateFlying();
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void updateFlying();
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void updateSliding();
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void updateSliding();
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@ -54,10 +54,6 @@ public:
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/** Returns true if STK is to be stoppe. */
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/** Returns true if STK is to be stoppe. */
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bool isAborted() const { return m_abort; }
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bool isAborted() const { return m_abort; }
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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/** Returns if this is the last substep. Used to reduce the amount
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* of updates (e.g. to sfx position) to once per rendered frame. */
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bool isLastSubstep() const { return m_is_last_substep; }
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// ------------------------------------------------------------------------
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void setFrameBeforeLoadingWorld() { m_frame_before_loading_world = true; }
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void setFrameBeforeLoadingWorld() { m_frame_before_loading_world = true; }
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}; // MainLoop
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}; // MainLoop
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