remove RageSoundManager::FlushPosMapQueue, etc
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@@ -39,7 +39,6 @@ RageSoundManager *SOUNDMAN = NULL;
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RageSoundManager::RageSoundManager()
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{
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pos_map_queue.reserve( 1024 );
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m_fMixVolume = 1.0f;
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m_bPlayOnlyCriticalSounds = false;
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}
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@@ -112,8 +111,6 @@ int64_t RageSoundManager::GetPosition( RageTimer *pTimer ) const
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void RageSoundManager::Update()
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{
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FlushPosMapQueue();
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/* Scan m_mapPreloadedSounds for sounds that are no longer loaded, and delete them. */
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g_SoundManMutex.Lock(); /* lock for access to m_mapPreloadedSounds, owned_sounds */
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{
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@@ -182,18 +179,6 @@ int RageSoundManager::GetUniqueID()
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return ++iID;
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}
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void RageSoundManager::CommitPlayingPosition( int ID, int64_t frameno, int64_t pos, int got_frames )
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{
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/* This can be called from realtime threads; don't lock any mutexes. */
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queued_pos_map_t p;
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p.ID = ID;
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p.frameno = frameno;
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p.pos = pos;
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p.got_frames = got_frames;
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pos_map_queue.write( &p, 1 );
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}
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RageSound *RageSoundManager::GetSoundByID( int ID )
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{
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LockMut( g_SoundManMutex );
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@@ -206,27 +191,6 @@ RageSound *RageSoundManager::GetSoundByID( int ID )
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return it->second;
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}
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/* This is only called by RageSoundManager::Update. */
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void RageSoundManager::FlushPosMapQueue()
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{
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queued_pos_map_t p;
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/* We don't need to lock to access pos_map_queue. */
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while( pos_map_queue.read( &p, 1 ) )
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{
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RageSound *pSound = GetSoundByID( p.ID );
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/* If we can't find the ID, the sound was probably deleted before we got here. */
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if( pSound == NULL )
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{
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// LOG->Trace("ignored unknown (stale?) commit ID %i", p.ID);
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continue;
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}
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pSound->CommitPlayingPosition( p.frameno, p.pos, p.got_frames );
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}
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}
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float RageSoundManager::GetPlayLatency() const
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{
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if( m_pDriver == NULL )
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@@ -42,7 +42,6 @@ public:
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void RegisterSound( RageSound *p ); /* used by RageSound */
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void UnregisterSound( RageSound *p ); /* used by RageSound */
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int GetUniqueID(); /* used by RageSound */
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void CommitPlayingPosition( int ID, int64_t frameno, int64_t pos, int got_bytes ); /* used by drivers */
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float GetPlayLatency() const;
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int GetDriverSampleRate() const;
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@@ -75,16 +74,6 @@ private:
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float m_fMixVolume;
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bool m_bPlayOnlyCriticalSounds;
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struct queued_pos_map_t
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{
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int ID, got_frames;
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int64_t frameno;
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int64_t pos;
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};
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CircBuf<queued_pos_map_t> pos_map_queue;
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void FlushPosMapQueue();
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RageSound *GetSoundByID( int ID );
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};
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