reduce lock contention
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@@ -93,14 +93,31 @@ CHECKPOINT;
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CHECKPOINT;
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if( ToPlay.file.empty() )
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{
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if( g_Playing->m_Music->IsPlaying() )
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g_Playing->m_Music->StopPlaying();
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g_Playing->m_Music->Unload();
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/* StopPlaying() can take a while, so don't hold the lock while we stop the sound.
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* Be sure to leave the rest of g_Playing in place. */
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RageSound *pOldSound = g_Playing->m_Music;
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g_Playing->m_Music = new RageSound;
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L.Unlock();
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/* We're not allowed to delete the sound in a separate thread, because
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* RageSoundManager::FlushPosMapQueue might be running. Stop the sound,
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* and give it to RageSoundManager to delete. */
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SOUNDMAN->DeleteSound( pOldSound );
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return;
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}
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CHECKPOINT;
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/* Unlock, load the sound here, and relock. Loading may take a while if we're
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* reading from CD and we have to seek far, which can throw off the timing below. */
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MusicPlaying *NewMusic;
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{
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g_Mutex->Unlock();
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RageSound *pSound = new RageSound;
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pSound->Load( ToPlay.file, false );
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g_Mutex->Lock();
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NewMusic = new MusicPlaying( pSound );
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}
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MusicPlaying *NewMusic = new MusicPlaying( new RageSound );
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NewMusic->m_Timing = g_Playing->m_Timing;
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CHECKPOINT;
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@@ -199,7 +216,7 @@ CHECKPOINT;
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if( ToPlay.HasTiming )
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NewMusic->m_NewTiming = ToPlay.timing_data;
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NewMusic->m_TimingDelayed = true;
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NewMusic->m_Music->Load( ToPlay.file, false );
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// NewMusic->m_Music->Load( ToPlay.file, false );
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RageSoundParams p;
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p.m_StartSecond = ToPlay.start_sec;
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@@ -282,10 +299,13 @@ static void StartQueuedSounds()
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else
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{
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CHECKPOINT;
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LockMutex L( *g_Mutex );
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if( g_Playing->m_Music->IsPlaying() )
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g_Playing->m_Music->StopPlaying();
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g_Playing->m_Music->Unload();
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/* StopPlaying() can take a while, so don't hold the lock while we stop the sound. */
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g_Mutex->Lock();
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RageSound *pOldSound = g_Playing->m_Music;
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g_Playing->m_Music = new RageSound;
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g_Mutex->Unlock();
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SOUNDMAN->DeleteSound( pOldSound );
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}
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delete pMusic;
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}
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