avoid holding GameSoundManager lock while stopping sounds

This commit is contained in:
Glenn Maynard
2004-08-30 04:03:39 +00:00
parent 842a973831
commit 6ac1d7c449
+14 -7
View File
@@ -93,9 +93,12 @@ CHECKPOINT;
CHECKPOINT;
if( ToPlay.file.empty() )
{
if( g_Playing->m_Music->IsPlaying() )
g_Playing->m_Music->StopPlaying();
g_Playing->m_Music->Unload();
/* StopPlaying() can take a while, so don't hold the lock while we stop. */
MusicPlaying *pOldPlaying = g_Playing;
g_Playing = new MusicPlaying( new RageSound );
L.Unlock();
delete pOldPlaying;
return;
}
CHECKPOINT;
@@ -105,6 +108,7 @@ CHECKPOINT;
CHECKPOINT;
/* See if we can find timing data, if it's not already loaded. */
/* XXX: don't IsAFile while holding g_Mutex */
if( !ToPlay.HasTiming && IsAFile(ToPlay.timing_file) )
{
LOG->Trace("Found '%s'", ToPlay.timing_file.c_str());
@@ -282,10 +286,13 @@ static void StartQueuedSounds()
else
{
CHECKPOINT;
LockMutex L( *g_Mutex );
if( g_Playing->m_Music->IsPlaying() )
g_Playing->m_Music->StopPlaying();
g_Playing->m_Music->Unload();
/* StopPlaying() can take a while, so don't hold the lock while we stop. */
g_Mutex->Lock();
MusicPlaying *pOldPlaying = g_Playing;
g_Playing = new MusicPlaying( new RageSound );
g_Mutex->Unlock();
delete pOldPlaying;
}
delete pMusic;
}