more consistent code path: call SoundIsFinishedPlaying when the driver stops mixing, even if it's due to RageSoundDriver::StopMixing

This commit is contained in:
Glenn Maynard
2006-12-23 10:32:37 +00:00
parent 2021bf22b8
commit 98a3d5f856
2 changed files with 7 additions and 19 deletions
-18
View File
@@ -335,26 +335,8 @@ void RageSound::StopPlaying()
if( !m_bPlaying )
return;
m_iStoppedSourceFrame = (int) GetPositionSecondsInternal();
/* Tell the sound driver to stop mixing this sound. */
SOUNDMAN->StopMixing(this);
/* Lock the mutex after calling UnregisterPlayingSound. We must not make driver
* calls with our mutex locked (driver mutex < sound mutex). Nobody else will
* see our sound as not playing until we set playing = false. */
m_Mutex.Lock();
// LOG->Trace("set playing false for %p (StopPlaying) (%s)", this, this->GetLoadedFilePath().c_str());
m_bPlaying = false;
m_iMaxDriverFrame = 0;
m_HardwareToStreamMap.Clear();
m_StreamToSourceMap.Clear();
// LOG->Trace("StopPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
m_Mutex.Unlock();
}
/* This is similar to StopPlaying, except it's called by sound drivers when we're done
@@ -359,7 +359,7 @@ void RageSoundDriver::StartMixing( RageSoundBase *pSound )
void RageSoundDriver::StopMixing( RageSoundBase *pSound )
{
/* Lock, to make sure the decoder thread isn't running on this sound while we do this. */
LockMut( m_Mutex );
m_Mutex.Lock();
/* Find the sound. */
unsigned i;
@@ -368,6 +368,7 @@ void RageSoundDriver::StopMixing( RageSoundBase *pSound )
break;
if( i == ARRAYLEN(m_Sounds) )
{
m_Mutex.Unlock();
LOG->Trace( "not stopping a sound because it's not playing" );
return;
}
@@ -375,6 +376,7 @@ void RageSoundDriver::StopMixing( RageSoundBase *pSound )
/* If we're already in STOPPED, there's nothing to do. */
if( m_Sounds[i].m_State == Sound::STOPPED )
{
m_Mutex.Unlock();
LOG->Trace( "not stopping a sound because it's already in STOPPED" );
return;
}
@@ -389,6 +391,10 @@ void RageSoundDriver::StopMixing( RageSoundBase *pSound )
* it. Once this call returns, the sound may no longer exist. */
m_Sounds[i].m_pSound = NULL;
// LOG->Trace("end StopMixing");
m_Mutex.Unlock();
pSound->SoundIsFinishedPlaying();
}