reuse preloaded sounds
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@@ -173,14 +173,26 @@ bool RageSound::Load( CString sSoundFilePath, bool bPrecache )
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{
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LOG->Trace( "RageSound::LoadSound( '%s', %d )", sSoundFilePath.c_str(), bPrecache );
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CString error;
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SoundReader *pSound = SoundReader_FileReader::OpenFile( sSoundFilePath, error );
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/* If this sound is already preloaded and held by SOUNDMAN, just make a
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* copy of that. Since RageSoundReader_Preload is reference counted, this
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* is cheap. */
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SoundReader *pSound = SOUNDMAN->GetLoadedSound( sSoundFilePath );
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if( pSound == NULL )
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{
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LOG->Warn( "RageSound::Load: error opening sound \"%s\": %s",
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sSoundFilePath.c_str(), error.c_str() );
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CString error;
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pSound = SoundReader_FileReader::OpenFile( sSoundFilePath, error );
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if( pSound == NULL )
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{
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LOG->Warn( "RageSound::Load: error opening sound \"%s\": %s",
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sSoundFilePath.c_str(), error.c_str() );
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pSound = new RageSoundReader_Silence;
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pSound = new RageSoundReader_Silence;
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}
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}
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else
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{
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/* The sound we were given from SOUNDMAN is already preloaded. */
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bPrecache = false;
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}
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LoadSoundReader( pSound );
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@@ -188,7 +200,13 @@ bool RageSound::Load( CString sSoundFilePath, bool bPrecache )
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/* Try to precache. Do this after calling LoadSoundReader() to put the
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* sound in this->m_pSource, so we preload after resampling. */
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if( bPrecache )
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RageSoundReader_Preload::PreloadSound( m_pSource );
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{
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if( RageSoundReader_Preload::PreloadSound(m_pSource) )
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{
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/* We've preloaded the sound. Pass it to SOUNDMAN, for reuse. */
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SOUNDMAN->AddLoadedSound( sSoundFilePath, (RageSoundReader_Preload *) m_pSource );
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}
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}
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m_sFilePath = sSoundFilePath;
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