1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2025-06-07 17:11:56 +00:00

hopefully fix build on gcc6, tiny cleanup

... in fact i forgot that much more cleanup was already done
on the experimental branch. whatever.
This commit is contained in:
fgenesis 2016-06-20 01:56:27 +02:00
parent 96206dd82a
commit 84366ad533
3 changed files with 4 additions and 45 deletions

View file

@ -563,7 +563,6 @@ void SongIcon::openNote()
PlaySfx play; PlaySfx play;
play.name = sfx; play.name = sfx;
play.channel = 1 + note;
channel = dsq->sound->playSfx(play); channel = dsq->sound->playSfx(play);

View file

@ -894,8 +894,6 @@ void SoundManager::setSfxChannelsVolume(float v)
bool SoundManager::playVoice(const std::string &name, SoundVoiceType svt, float vmod) bool SoundManager::playVoice(const std::string &name, SoundVoiceType svt, float vmod)
{ {
//debugLog("playVoice, masterSoundLock: " + name);
if (!enabled) return false; if (!enabled) return false;
bool checkOther = true; bool checkOther = true;
@ -1219,9 +1217,6 @@ bool SoundManager::playMusic(const std::string &name, SoundLoopType slt, SoundFa
{ {
if (isPlayingMusic(name)) if (isPlayingMusic(name))
{ {
#ifdef BBGE_BUILD_OPENALOGG
if (masterSoundLock) SDL_mutexV(masterSoundLock);
#endif
return false; return false;
} }
} }
@ -1552,27 +1547,11 @@ Buffer SoundManager::loadSoundIntoBank(const std::string &filename, const std::s
Buffer SoundManager::loadLocalSound(const std::string &filename) Buffer SoundManager::loadLocalSound(const std::string &filename)
{ {
Buffer b = loadSoundIntoBank(filename, localSoundPath, fileType, SFXLOAD_LOCAL); return loadSoundIntoBank(filename, localSoundPath, fileType, SFXLOAD_LOCAL);
#ifdef BBGE_BUILD_FMODEX
return b;
#endif
return BBGE_AUDIO_NOCHANNEL;
} }
void SoundManager::setMusicSpeed(float speed) void SoundManager::setMusicSpeed(float speed)
{ {
/*
FMOD_CAPS caps;
FMOD_SPEAKERMODE speakerMode;
int minf, maxf;
SoundCore::system->getDriverCaps(0, &caps, &minf, &maxf, &speakerMode);
std::ostringstream os;
os << "minf: " << minf << " maxf: " << maxf;
debugLog(os.str());
*/
musicChannel->setFrequency(speed); musicChannel->setFrequency(speed);
} }

View file

@ -21,42 +21,24 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef SOUNDMANAGER_H #ifndef SOUNDMANAGER_H
#define SOUNDMANAGER_H #define SOUNDMANAGER_H
#include <stdlib.h>
#include <string> #include <string>
#include <list> #include <list>
#include <queue> #include <queue>
#include <set> #include <set>
#include "Vector.h" #include "Vector.h"
// if using SDL_MIXER
//const int BBGE_AUDIO_NOCHANNEL = -1;
#define BBGE_BUILD_FMODEX #define BBGE_BUILD_FMODEX
//#define BBGE_BUILD_BASS20
//#define BBGE_BUILD_SDLMIXER
//#define BBGE_BUILD_IRRKLANG
//#define BBGE_BUILD_OPENALOGG
#define BBGE_AUDIO_NOCHANNEL NULL
#ifdef BBGE_BUILD_OPENALOGG
const int BBGE_AUDIO_NOCHANNEL = -1;
#elif defined(BBGE_BUILD_FMODEX)
const int BBGE_AUDIO_NOCHANNEL = 0;
#endif
const int BBGE_AUDIO_LOOPINFINITE = -1; const int BBGE_AUDIO_LOOPINFINITE = -1;
const int BBGE_AUDIO_LOOPNONE = 0; const int BBGE_AUDIO_LOOPNONE = 0;
namespace SoundCore namespace SoundCore
{ {
#if defined(BBGE_BUILD_OPENALOGG)
//struct Buffer;
#elif defined(BBGE_BUILD_FMODEX)
typedef void *Buffer; typedef void *Buffer;
#endif
} }
enum SoundEffectType enum SoundEffectType
@ -105,7 +87,7 @@ enum SoundLoadType
struct PlaySfx struct PlaySfx
{ {
PlaySfx() : priority(0.5), handle(0), vol(1), fade(SFT_NONE), PlaySfx() : priority(0.5), handle(0), vol(1), fade(SFT_NONE),
time(0), freq(1), loops(0), channel(BBGE_AUDIO_NOCHANNEL), time(0), freq(1), loops(0),
maxdist(0), x(0), y(0), relative(true), positional(false) {} maxdist(0), x(0), y(0), relative(true), positional(false) {}
std::string name; std::string name;
@ -114,7 +96,6 @@ struct PlaySfx
float time; float time;
float freq; float freq;
int loops; int loops;
int channel;
float priority; float priority;
float maxdist; // distance gain attenuation. if 0: use default value, -1: don't attenuate at all float maxdist; // distance gain attenuation. if 0: use default value, -1: don't attenuate at all
SoundFadeType fade; SoundFadeType fade;