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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 06:10:56 +00:00
make SND_ClearBuffer get called directly by Block/UnblockSound and remove
S_ClearBuffer from the api
This commit is contained in:
parent
881e7918c2
commit
c103d77157
7 changed files with 6 additions and 19 deletions
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@ -42,7 +42,6 @@ typedef void (QFPLUGIN *P_S_Shutdown) (void);
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typedef void (QFPLUGIN *P_S_AmbientOff) (void);
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typedef void (QFPLUGIN *P_S_AmbientOn) (void);
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typedef void (QFPLUGIN *P_S_TouchSound) (const char *sample);
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typedef void (QFPLUGIN *P_S_ClearBuffer) (void);
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typedef void (QFPLUGIN *P_S_StartSound) (int entnum, int entchannel, struct sfx_s *sfx, const vec3_t origin, float fvol, float attenuation);
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typedef void (QFPLUGIN *P_S_StaticSound) (struct sfx_s *sfx, const vec3_t origin, float vol, float attenuation);
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typedef void (QFPLUGIN *P_S_StopSound) (int entnum, int entchannel);
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@ -61,7 +60,6 @@ typedef struct snd_render_funcs_s {
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P_S_AmbientOff pS_AmbientOff;
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P_S_AmbientOn pS_AmbientOn;
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P_S_TouchSound pS_TouchSound;
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P_S_ClearBuffer pS_ClearBuffer;
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P_S_StaticSound pS_StaticSound;
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P_S_StartSound pS_StartSound;
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P_S_StopSound pS_StopSound;
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@ -122,7 +122,6 @@ void S_StaticSound (sfx_t *sfx, const vec3_t origin, float vol,
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float attenuation);
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void S_StopSound (int entnum, int entchannel);
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void S_StopAllSounds(qboolean clear);
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void S_ClearBuffer (void);
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void S_Update (const vec3_t origin, const vec3_t v_forward,
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const vec3_t v_right, const vec3_t v_up);
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void S_ExtraUpdate (void);
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@ -816,8 +816,10 @@ SND_EndPrecaching (void)
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void
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SND_BlockSound (void)
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{
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if (++snd_blocked == 1)
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if (++snd_blocked == 1) {
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plugin_info_snd_render_data.output->functions->snd_output->pS_O_BlockSound ();
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SND_ClearBuffer ();
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}
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}
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void
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@ -825,9 +827,11 @@ SND_UnblockSound (void)
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{
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if (!snd_blocked)
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return;
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if (!--snd_blocked)
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if (!--snd_blocked) {
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SND_ClearBuffer ();
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plugin_info_snd_render_data.output->functions->snd_output->pS_O_UnblockSound ();
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}
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}
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static void
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SND_Init_Cvars (void)
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@ -985,7 +989,6 @@ PLUGIN_INFO(snd_render, default) (void)
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plugin_info_snd_render_funcs.pS_AmbientOff = SND_AmbientOff;
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plugin_info_snd_render_funcs.pS_AmbientOn = SND_AmbientOn;
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plugin_info_snd_render_funcs.pS_TouchSound = SND_TouchSound;
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plugin_info_snd_render_funcs.pS_ClearBuffer = SND_ClearBuffer;
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plugin_info_snd_render_funcs.pS_StaticSound = SND_StaticSound;
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plugin_info_snd_render_funcs.pS_StartSound = SND_StartSound;
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plugin_info_snd_render_funcs.pS_StopSound = SND_StopSound;
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@ -165,13 +165,6 @@ S_TouchSound (const char *sample)
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snd_render_module->functions->snd_render->pS_TouchSound (sample);
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}
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void
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S_ClearBuffer (void)
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{
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if (snd_render_module)
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snd_render_module->functions->snd_render->pS_ClearBuffer ();
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}
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void
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S_StaticSound (sfx_t *sfx, const vec3_t origin, float vol, float attenuation)
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{
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@ -57,7 +57,6 @@ event_focusout (void)
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{
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if (in_snd_block->int_val) {
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S_BlockSound ();
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S_ClearBuffer ();
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CDAudio_Pause ();
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}
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}
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@ -66,7 +65,6 @@ static void
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event_focusin (void)
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{
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if (in_snd_block->int_val) {
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S_ClearBuffer ();
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S_UnblockSound ();
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CDAudio_Resume ();
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}
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@ -712,10 +712,8 @@ AppActivate (BOOL fActive, BOOL minimize)
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// enable/disable sound on focus gain/loss
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if (!ActiveApp && sound_active) {
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S_BlockSound ();
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S_ClearBuffer ();
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sound_active = false;
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} else if (ActiveApp && !sound_active) {
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S_ClearBuffer ();
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S_UnblockSound ();
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sound_active = true;
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}
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@ -483,7 +483,6 @@ event_focusout (XEvent *event)
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XAutoRepeatOn (x_disp);
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if (in_snd_block->int_val) {
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S_BlockSound ();
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S_ClearBuffer ();
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CDAudio_Pause ();
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}
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}
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@ -494,7 +493,6 @@ event_focusin (XEvent *event)
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if (key_dest == key_game)
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XAutoRepeatOff (x_disp);
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if (in_snd_block->int_val) {
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S_ClearBuffer ();
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S_UnblockSound ();
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CDAudio_Resume ();
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}
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