Changed: #1030 Don't add buffer to queue when using sync mode

hg/feature/sound
kervala 15 years ago
parent 0c5d50299b
commit 20a2fbd674

@ -83,9 +83,6 @@ bool CMusicChannelAL::fillBuffer(IBuffer *buffer, uint length)
uint32 size = _MusicBuffer->getNextBytes(tmp, length, length); uint32 size = _MusicBuffer->getNextBytes(tmp, length, length);
buffer->unlock(size); buffer->unlock(size);
// add buffer to streaming buffers queue
_Source->submitStreamingBuffer(buffer);
return true; return true;
} }
@ -130,9 +127,12 @@ void CMusicChannelAL::run()
// fill buffers // fill buffers
for(uint i = 0; i < buffers.size(); ++i) for(uint i = 0; i < buffers.size(); ++i)
{
fillBuffer(buffers[i], _Source->getStreamingBufferSize()); fillBuffer(buffers[i], _Source->getStreamingBufferSize());
// _Source->updateManualRolloff(); // add buffer to streaming buffers queue
_Source->submitStreamingBuffer(buffers[i]);
}
// play the source // play the source
if (first) if (first)

@ -1062,7 +1062,7 @@ void CFarTP::disconnectFromPreviousShard()
// Play music and fade out the Game Sound // Play music and fade out the Game Sound
if (SoundMngr) if (SoundMngr)
{ {
SoundMngr->playEventMusic("Loading Music Loop.ogg", CSoundManager::LoadingMusicXFade, true); SoundMngr->playEventMusic(ClientCfg.SoundOutGameMusic, CSoundManager::LoadingMusicXFade, true); // Loading Music Loop.ogg
SoundMngr->fadeOutGameSound(ClientCfg.SoundTPFade); SoundMngr->fadeOutGameSound(ClientCfg.SoundTPFade);
} }

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