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