simplify: remove g_ThreadedMusicStart

This commit is contained in:
Glenn Maynard
2005-02-07 06:56:05 +00:00
parent 9fc30dc5e2
commit c60f76ebb5
+9 -31
View File
@@ -28,7 +28,6 @@ GameSoundManager *SOUND = NULL;
/* Lock this before touching g_UpdatingTimer or g_Playing. */
static RageEvent *g_Mutex;
static bool g_UpdatingTimer;
static bool g_ThreadedMusicStart = true;
static bool g_Shutdown;
static bool g_bFlushing = false;
@@ -369,24 +368,18 @@ GameSoundManager::GameSoundManager()
g_UpdatingTimer = false;
if( g_ThreadedMusicStart )
{
g_Shutdown = false;
MusicThread.SetName( "MusicThread" );
MusicThread.Create( MusicThread_start, this );
}
g_Shutdown = false;
MusicThread.SetName( "MusicThread" );
MusicThread.Create( MusicThread_start, this );
}
GameSoundManager::~GameSoundManager()
{
if( g_ThreadedMusicStart )
{
/* Signal the mixing thread to quit. */
g_Shutdown = true;
LOG->Trace("Shutting down music start thread ...");
MusicThread.Wait();
LOG->Trace("Music start thread shut down.");
}
/* Signal the mixing thread to quit. */
g_Shutdown = true;
LOG->Trace("Shutting down music start thread ...");
MusicThread.Wait();
LOG->Trace("Music start thread shut down.");
delete g_Playing;
delete g_Mutex;
@@ -511,7 +504,7 @@ CString GameSoundManager::GetMusicPath() const
return g_Playing->m_Music->GetLoadedFilePath();
}
/* If g_ThreadedMusicStart, this function should not touch the disk at all. */
/* This function should not touch the disk at all. */
void GameSoundManager::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat )
{
// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str());
@@ -533,9 +526,6 @@ void GameSoundManager::PlayMusic( const CString &file, const CString &timing_fil
/* Add the MusicToPlay to the g_MusicsToPlay queue. */
if( !g_MusicsToPlay.write( &ToPlay, 1 ) )
delete ToPlay;
if( !g_ThreadedMusicStart )
StartQueuedSounds();
}
void GameSoundManager::PlayMusic( const CString &file, TimingData *pTiming, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat )
@@ -561,9 +551,6 @@ void GameSoundManager::PlayMusic( const CString &file, TimingData *pTiming, bool
/* Add the MusicToPlay to the g_MusicsToPlay queue. */
if( !g_MusicsToPlay.write( &ToPlay, 1 ) )
delete ToPlay;
if( !g_ThreadedMusicStart )
StartQueuedSounds();
}
void GameSoundManager::HandleSongTimer( bool on )
@@ -578,9 +565,6 @@ void GameSoundManager::PlayOnce( CString sPath )
CString *p = new CString( sPath );
if( !g_SoundsToPlayOnce.write( &p, 1 ) )
delete p;
if( !g_ThreadedMusicStart )
StartQueuedSounds();
}
void GameSoundManager::PlayOnceFromDir( CString PlayOnceFromDir )
@@ -589,9 +573,6 @@ void GameSoundManager::PlayOnceFromDir( CString PlayOnceFromDir )
CString *p = new CString( PlayOnceFromDir );
if( !g_SoundsToPlayOnceFromDir.write( &p, 1 ) )
delete p;
if( !g_ThreadedMusicStart )
StartQueuedSounds();
}
void GameSoundManager::PlayOnceFromAnnouncer( CString sFolderName )
@@ -600,9 +581,6 @@ void GameSoundManager::PlayOnceFromAnnouncer( CString sFolderName )
CString *p = new CString( sFolderName );
if( !g_SoundsToPlayOnceFromAnnouncer.write( &p, 1 ) )
delete p;
if( !g_ThreadedMusicStart )
StartQueuedSounds();
}
float GameSoundManager::GetPlayLatency() const