Moved all remaining music commands to be handled by sfx thread.
This commit is contained in:
parent
6aa9ff86a4
commit
eb37092643
@ -76,6 +76,30 @@ private:
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// The constructor is private so that the
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// static create function must be used.
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MusicInformation (const XMLNode *root, const std::string &filename);
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// Declare the following functions private, but allow the SFXManager
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// and music manager to access them. This makes sure that only the sfx thread calls
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// openal/vorbis etc, and so makes it all thread safe.
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private:
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friend class SFXManager;
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friend class MusicManager;
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void update(float dt);
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void startMusic();
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void stopMusic();
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void pauseMusic();
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void resumeMusic();
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void volumeMusic(float gain);
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void switchToFastMusic();
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void setTemporaryVolume(float gain);
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// ------------------------------------------------------------------------
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/** Resets a temporary volume change. */
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void resetTemporaryVolume() { volumeMusic(m_adjusted_gain); }
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// ------------------------------------------------------------------------
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/** Sets the music to be waiting, i.e. startMusic still needs to be
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* called. Used to pre-load track music during track loading time. */
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void setMusicWaiting() { m_music_waiting = true; }
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// ------------------------------------------------------------------------
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public:
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LEAK_CHECK()
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@ -85,14 +109,6 @@ public:
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~MusicInformation ();
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static MusicInformation *create(const std::string &filename);
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void addMusicToTracks();
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void update(float dt);
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void startMusic();
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void stopMusic();
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void pauseMusic();
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void resumeMusic();
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void volumeMusic(float gain);
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void setTemporaryVolume(float gain);
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void switchToFastMusic();
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bool isPlaying() const;
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// ------------------------------------------------------------------------
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@ -109,13 +125,6 @@ public:
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const std::string& getFastFilename() const { return m_fast_filename; }
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// ------------------------------------------------------------------------
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float getMaxPitch() const { return m_max_pitch; }
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// ------------------------------------------------------------------------
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/** Sets the music to be waiting, i.e. startMusic still needs to be
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* called. Used to pre-load track music during track loading time. */
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void setMusicWaiting () {m_music_waiting = true;}
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// ------------------------------------------------------------------------
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/** Resets a temporary volume change. */
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void resetTemporaryVolume() { volumeMusic(m_adjusted_gain); }
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}; // MusicInformation
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#endif
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@ -159,6 +159,16 @@ void MusicManager::addMusicToTracks()
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}
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} // addMusicToTracks
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//-----------------------------------------------------------------------------
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/** Special shortcut vor overworld (which skips other phases where the music
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* would normally be started.
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*/
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void MusicManager::startMusic()
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{
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if (m_current_music)
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SFXManager::get()->queue(SFXManager::SFX_MUSIC_START, m_current_music);
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} // startMusic
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//-----------------------------------------------------------------------------
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/** Schedules the indicated music to be played next.
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* \param mi Music information of the music to be played.
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@ -182,7 +192,7 @@ void MusicManager::startMusic(MusicInformation* mi, bool start_right_now)
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if(!mi || !UserConfigParams::m_music || !m_initialized) return;
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mi->volumeMusic(m_masterGain);
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mi->volumeMusic(m_master_gain);
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SFXManager::get()->queue(start_right_now ? SFXManager::SFX_MUSIC_START
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: SFXManager::SFX_MUSIC_WAITING,
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mi);
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@ -198,6 +208,59 @@ void MusicManager::stopMusic()
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} // stopMusic
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//-----------------------------------------------------------------------------
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/** Insert a command into the sfx queue to pause the current music.
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*/
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void MusicManager::pauseMusic()
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{
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if (m_current_music)
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SFXManager::get()->queue(SFXManager::SFX_MUSIC_PAUSE, m_current_music);
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} // pauseMusic
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//-----------------------------------------------------------------------------
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/** Inserts a resume current music event into the queue.
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*/
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void MusicManager::resumeMusic()
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{
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if (m_current_music)
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SFXManager::get()->queue(SFXManager::SFX_MUSIC_RESUME, m_current_music);
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} // resumeMusic
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//-----------------------------------------------------------------------------
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/** Switches to fast (last lap ) music (if defined for the current music).
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*/
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void MusicManager::switchToFastMusic()
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{
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if (m_current_music)
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SFXManager::get()->queue(SFXManager::SFX_MUSIC_SWITCH_FAST,
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m_current_music);
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} // switchToFastMusic
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//-----------------------------------------------------------------------------
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/** Queues a command to temporarily change the volume. This is used to make
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* the music a bit quieter while the 'last lap fanfare' is being played.
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* \param gain The temporary volume value.
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*/
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void MusicManager::setTemporaryVolume(float gain)
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{
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if (m_current_music)
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SFXManager::get()->queue(SFXManager::SFX_MUSIC_SET_TMP_VOLUME,
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m_current_music, gain);
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} // setTemporaryVolume
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//-----------------------------------------------------------------------------
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/** Queues a command for the sfx manager to reset a temporary volume change.
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*/
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void MusicManager::resetTemporaryVolume()
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{
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if (m_current_music)
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SFXManager::get()->queue(SFXManager::SFX_MUSIC_RESET_TMP_VOLUME,
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m_current_music);
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} // resetTemporaryVolume
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//-----------------------------------------------------------------------------
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/** Sets the master music volume.
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* \param gain The volume.
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*/
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void MusicManager::setMasterMusicVolume(float gain)
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{
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if(gain > 1.0)
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@ -205,15 +268,15 @@ void MusicManager::setMasterMusicVolume(float gain)
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if(gain < 0.0f)
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gain = 0.0f;
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m_masterGain = gain;
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if(m_current_music) m_current_music->volumeMusic(m_masterGain);
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m_master_gain = gain;
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if(m_current_music) m_current_music->volumeMusic(m_master_gain);
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UserConfigParams::m_music_volume = m_masterGain;
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UserConfigParams::m_music_volume = m_master_gain;
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} // setMasterMusicVolume
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//-----------------------------------------------------------------------------
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/**
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*/
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/** @throw runtime_error if the music file could not be found/opened
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*/
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MusicInformation* MusicManager::getMusicInformation(const std::string& filename)
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{
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if(filename=="")
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@ -229,7 +292,7 @@ MusicInformation* MusicManager::getMusicInformation(const std::string& filename)
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MusicInformation *mi = MusicInformation::create(filename);
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if(mi)
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{
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mi->volumeMusic(m_masterGain);
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mi->volumeMusic(m_master_gain);
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m_all_music[basename] = mi;
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}
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return mi;
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@ -42,42 +42,44 @@ private:
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/** If the sound could not be initialized, e.g. if the player doesn't has
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* a sound card, we want to avoid anything sound related so we crash the
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* game. */
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bool m_initialized;
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std::map<std::string, MusicInformation*>
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m_all_music;
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bool m_initialized;
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void loadMusicInformation();
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float m_masterGain;
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/** Stores all music information files (read from the .music files). */
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std::map<std::string, MusicInformation*>
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m_all_music;
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float m_master_gain;
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void loadMusicInformation();
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void loadMusicFromOneDir(const std::string& dir);
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public:
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MusicManager();
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virtual ~MusicManager();
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MusicManager();
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virtual ~MusicManager();
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MusicInformation* getMusicInformation(const std::string& filename);
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void addMusicToTracks();
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void startMusic(MusicInformation* mi,
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bool start_right_now=true);
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void stopMusic();
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bool initialized() const { return m_initialized; }
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void pauseMusic() {if(m_current_music)
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m_current_music->pauseMusic(); }
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void resumeMusic() {if(m_current_music)
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m_current_music->resumeMusic(); }
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void switchToFastMusic() {if(m_current_music)
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m_current_music->switchToFastMusic();}
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void setMasterMusicVolume(float gain);
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float getMasterMusicVolume() const { return m_masterGain; }
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MusicInformation *getCurrentMusic() {return m_current_music; }
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/**
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* @throw runtime_error if the music file could not be found/opened
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*/
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MusicInformation *getMusicInformation(const std::string& filename);
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void loadMusicFromOneDir(const std::string& dir);
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void addMusicToTracks();
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void clearCurrentMusic() { m_current_music = NULL; }
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void startMusic();
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void startMusic(MusicInformation* mi,
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bool start_right_now=true);
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void stopMusic();
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void pauseMusic();
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void resumeMusic();
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void switchToFastMusic();
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void setMasterMusicVolume(float gain);
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void resetTemporaryVolume();
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void setTemporaryVolume(float gain);
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// ------------------------------------------------------------------------
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/** Returns the master volume. */
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float getMasterMusicVolume() const { return m_master_gain; }
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// ------------------------------------------------------------------------
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/** Returns if the music system is initialised. */
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bool initialized() const { return m_initialized; }
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// ------------------------------------------------------------------------
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/** Returns the information object of the current music. */
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MusicInformation* getCurrentMusic() { return m_current_music; }
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// ------------------------------------------------------------------------
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/** Stops and removes the current music. */
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void clearCurrentMusic() { m_current_music = NULL; }
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};
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extern MusicManager* music_manager;
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@ -202,11 +202,25 @@ void SFXManager::queue(SFXCommands command, SFXBase *sfx, const Vec3 &p)
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} // queue (Vec3)
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//----------------------------------------------------------------------------
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/** Queues a command for the music manager.
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* \param mi The music for which the command is.
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*/
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void SFXManager::queue(SFXCommands command, MusicInformation *mi)
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{
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SFXCommand *sfx_command = new SFXCommand(command, mi);
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queueCommand(sfx_command);
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} // queue(MusicInformation)
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//----------------------------------------------------------------------------
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/** Queues a command for the music manager that takes a floating point value
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* (e.g. setTemporaryVolume).
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* \param mi The music for which the command is.
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* \param f The floating point parameter.
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*/
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void SFXManager::queue(SFXCommands command, MusicInformation *mi, float f)
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{
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SFXCommand *sfx_command = new SFXCommand(command, mi, f);
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queueCommand(sfx_command);
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} // queue(MusicInformation)
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//----------------------------------------------------------------------------
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/** Enqueues a command to the sfx queue threadsafe. Then signal the
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@ -286,40 +300,57 @@ void* SFXManager::mainLoop(void *obj)
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break;
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}
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me->m_sfx_commands.unlock();
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switch(current->m_command)
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switch (current->m_command)
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{
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case SFX_PLAY: current->m_sfx->reallyPlayNow(); break;
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case SFX_STOP: current->m_sfx->reallyStopNow(); break;
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case SFX_PAUSE: current->m_sfx->reallyPauseNow(); break;
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case SFX_RESUME: current->m_sfx->reallyResumeNow(); break;
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case SFX_PLAY: current->m_sfx->reallyPlayNow(); break;
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case SFX_STOP: current->m_sfx->reallyStopNow(); break;
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case SFX_PAUSE: current->m_sfx->reallyPauseNow(); break;
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case SFX_RESUME: current->m_sfx->reallyResumeNow(); break;
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case SFX_SPEED: current->m_sfx->reallySetSpeed(
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current->m_parameter.getX()); break;
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current->m_parameter.getX()); break;
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case SFX_POSITION: current->m_sfx->reallySetPosition(
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current->m_parameter); break;
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current->m_parameter); break;
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case SFX_VOLUME: current->m_sfx->reallySetVolume(
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current->m_parameter.getX()); break;
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case SFX_MASTER_VOLUME:
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current->m_sfx->reallySetMasterVolumeNow(
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current->m_parameter.getX()); break;
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current->m_parameter.getX()); break;
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case SFX_MASTER_VOLUME:
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current->m_sfx->reallySetMasterVolumeNow(
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current->m_parameter.getX()); break;
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case SFX_LOOP: current->m_sfx->reallySetLoop(
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current->m_parameter.getX()!=0); break;
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case SFX_DELETE: {
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me->deleteSFX(current->m_sfx); break;
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}
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case SFX_PAUSE_ALL: me->reallyPauseAllNow(); break;
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case SFX_RESUME_ALL: me->reallyResumeAllNow(); break;
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case SFX_LISTENER: me->reallyPositionListenerNow(); break;
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case SFX_UPDATE: me->reallyUpdateNow(current); break;
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current->m_parameter.getX() != 0); break;
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case SFX_DELETE: me->deleteSFX(current->m_sfx); break;
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case SFX_PAUSE_ALL: me->reallyPauseAllNow(); break;
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case SFX_RESUME_ALL: me->reallyResumeAllNow(); break;
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case SFX_LISTENER: me->reallyPositionListenerNow(); break;
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case SFX_UPDATE: me->reallyUpdateNow(current); break;
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case SFX_MUSIC_START:
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current->m_music_information->startMusic(); break;
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current->m_music_information->startMusic(); break;
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case SFX_MUSIC_STOP:
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current->m_music_information->stopMusic(); break;
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case SFX_MUSIC_WAITING:
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current->m_music_information->setMusicWaiting(); break;
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current->m_music_information->stopMusic(); break;
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case SFX_MUSIC_PAUSE:
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current->m_music_information->pauseMusic(); break;
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case SFX_MUSIC_RESUME:
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current->m_music_information->resumeMusic(); break;
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case SFX_MUSIC_SWITCH_FAST:
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current->m_music_information->switchToFastMusic(); break;
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case SFX_MUSIC_SET_TMP_VOLUME:
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{
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MusicInformation *mi = current->m_music_information;
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mi->setTemporaryVolume(current->m_parameter.getX()); break;
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}
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case SFX_MUSIC_RESET_TMP_VOLUME:
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{
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MusicInformation *mi = current->m_music_information;
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mi->resetTemporaryVolume(); break;
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}
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case SFX_MUSIC_WAITING:
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current->m_music_information->setMusicWaiting(); break;
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default: assert("Not yet supported.");
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}
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delete current;
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current = NULL;
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static SFXCommand *prev = NULL;
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delete prev;
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prev = current;
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//delete current;
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//current = NULL;
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me->m_sfx_commands.lock();
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} // while
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@ -622,7 +653,7 @@ void SFXManager::deleteSFXMapping(const std::string &name)
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*/
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void SFXManager::update(float dt)
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{
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queue(SFX_UPDATE, NULL, dt);
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queue(SFX_UPDATE, (SFXBase*)NULL, dt);
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// Wake up the sfx thread to handle all queued up audio commands.
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pthread_cond_signal(&m_cond_request);
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} // update
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@ -79,7 +79,11 @@ public:
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SFX_UPDATE,
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SFX_MUSIC_START,
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SFX_MUSIC_STOP,
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SFX_MUSIC_UPDATE,
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SFX_MUSIC_PAUSE,
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SFX_MUSIC_RESUME,
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SFX_MUSIC_SWITCH_FAST,
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SFX_MUSIC_SET_TMP_VOLUME,
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SFX_MUSIC_RESET_TMP_VOLUME,
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SFX_MUSIC_WAITING,
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SFX_EXIT,
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}; // SFXCommands
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@ -135,7 +139,16 @@ private:
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{
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m_command = command;
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m_music_information = mi;
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} // SFXCommnd
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} // SFXCommnd(MusicInformation*)
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// --------------------------------------------------------------------
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/** Constructor for music information commands that take a floating
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* point parameter (which is stored in the X value of m_parameter). */
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SFXCommand(SFXCommands command, MusicInformation *mi, float f)
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{
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m_command = command;
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m_parameter.setX(f);
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m_music_information = mi;
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} // SFXCommnd(MusicInformation *, float)
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// --------------------------------------------------------------------
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SFXCommand(SFXCommands command, SFXBase *base, float parameter)
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{
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@ -205,6 +218,7 @@ public:
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void queue(SFXCommands command, SFXBase *sfx, float f);
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void queue(SFXCommands command, SFXBase *sfx, const Vec3 &p);
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void queue(SFXCommands command, MusicInformation *mi);
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void queue(SFXCommands command, MusicInformation *mi, float f);
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// ------------------------------------------------------------------------
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/** Static function to get the singleton sfx manager. */
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static SFXManager *get()
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@ -1516,7 +1516,8 @@ static void cleanSuperTuxKart()
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SFXManager::destroy();
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// Music manager can not be deleted before the sfx thread is stopped
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// (since sfx commands can contain music information).
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// (since sfx commands can contain music information, which are
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// deleted by the music manager).
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delete music_manager;
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// The addons manager might still be called from a currenty running request
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@ -157,8 +157,7 @@ void LinearWorld::update(float dt)
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if (m_last_lap_sfx_playing &&
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m_last_lap_sfx->getStatus() != SFXBase::SFX_PLAYING)
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{
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if(music_manager->getCurrentMusic())
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music_manager->getCurrentMusic()->resetTemporaryVolume();
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music_manager->resetTemporaryVolume();
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m_last_lap_sfx_playing = false;
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}
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@ -288,7 +287,7 @@ void LinearWorld::newLap(unsigned int kart_index)
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if(music_manager->getCurrentMusic() &&
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music_manager->getMasterMusicVolume() > 0.2f)
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{
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music_manager->getCurrentMusic()->setTemporaryVolume(0.2f);
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music_manager->setTemporaryVolume(0.2f);
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}
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}
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else
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@ -114,9 +114,8 @@ void OverWorld::update(float dt)
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// so we have to start music 'manually', since we skip all phases.
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World::getWorld()->getTrack()->startMusic();
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if (music_manager->getCurrentMusic() != NULL &&
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UserConfigParams::m_music)
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music_manager->getCurrentMusic()->startMusic();
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if (UserConfigParams::m_music)
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music_manager->startMusic();
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m_karts[0]->startEngineSFX();
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}
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WorldWithRank::update(dt);
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|
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Reference in New Issue
Block a user