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forked from 0ad/0ad

Remove CSoundGroupMgr, since it is unnecessary and broken and leaks memory

This was SVN commit r7442.
This commit is contained in:
Ykkrosh 2010-04-06 15:17:06 +00:00
parent 27556f4b21
commit c02771fef2
6 changed files with 6 additions and 248 deletions

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@ -64,7 +64,6 @@ that of Atlas depending on commandline parameters.
#include "simulation/Scheduler.h"
#include "simulation2/Simulation2.h"
#include "sound/CMusicPlayer.h"
#include "sound/SoundGroupMgr.h"
#include "gui/GUIManager.h"
#define LOG_CATEGORY L"main"
@ -304,7 +303,6 @@ static void Frame()
float down[3] = { -up[0], -up[1], -up[2] };
if(snd_update(pos, dir, down) < 0)
debug_printf(L"snd_update failed\n");
g_soundGroupMgr->UpdateSoundGroups(TimeSinceLastFrame);
PROFILE_END( "sound update" );
}
else

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@ -34,7 +34,7 @@
#include "LOSManager.h"
#include "graphics/Terrain.h"
#include "Stance.h"
#include "sound/SoundGroupMgr.h"
//#include "sound/SoundGroupMgr.h"
#include "ps/Game.h"
#include "ps/World.h"
@ -511,7 +511,7 @@ bool CEntity::ProcessContactActionNoPathing( CEntityOrder* current, int timestep
if( ( m_fsm_cyclepos <= action->m_Speed ) && ( nextpos > action->m_Speed ) )
{
const size_t soundGroupIndex = m_base->m_SoundGroupTable[animation];
g_soundGroupMgr->PlayNext(soundGroupIndex, m_position);
// g_soundGroupMgr->PlayNext(soundGroupIndex, m_position);
if(!DispatchEvent( &contactEvent ))
{

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@ -24,7 +24,7 @@
#include "ps/Player.h"
#include "scripting/ScriptableComplex.inl"
#include "ps/XML/Xeromyces.h"
#include "sound/SoundGroupMgr.h"
//#include "sound/SoundGroupMgr.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY L"entity"
@ -332,6 +332,7 @@ bool CEntityTemplate::LoadXml( const VfsPath& pathname )
}
else if( ChildName == el_SoundGroups )
{
#if 0
// Read every child element's value into m_SoundGroupTable with its tag as the key
XMBElementList children = Child.GetChildNodes();
for(int j = 0; j < children.Count; ++j)
@ -342,6 +343,7 @@ bool CEntityTemplate::LoadXml( const VfsPath& pathname )
const size_t soundGroupIndex = g_soundGroupMgr->AddGroup(soundGroupFilename);
m_SoundGroupTable[name] = soundGroupIndex;
}
#endif
}
else
{

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@ -25,7 +25,7 @@
*/
/*
Example usage: (SEE SOUNDGROUPMGR.H)
Example usage:
Example SoundGroup.xml

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@ -1,161 +0,0 @@
/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* =========================================================================
* File : SoundGroupMgr.h
* Project : 0 A.D.
* Description : Manages and updates SoundGroups
* =========================================================================
*/
// Example usage:
// size_t index;
// CSoundGroupMgr *sgm = CSoundGroupMgr::GetInstance();
// index = sgm->AddGroup("SoundGroup.xml");
// sgm->UpdateSoundGroups(TimeSinceLastFrame); // call in Frame()
// sgm->PlayNext(index); // wash-rinse-repeat
// sgm->RemoveGroup(index); // Remove the group if you like
// sgm->DeleteInstance(); // Delete instance in shutdown
#include "precompiled.h"
#include "SoundGroupMgr.h"
typedef std::vector<CSoundGroup*> SoundGroups;
typedef SoundGroups::iterator SoundGroupIt;
CSoundGroupMgr *CSoundGroupMgr::m_pInstance = 0;
CSoundGroupMgr::CSoundGroupMgr()
{
}
CSoundGroupMgr *CSoundGroupMgr::GetInstance()
{
if(!m_pInstance)
m_pInstance = new CSoundGroupMgr();
return m_pInstance;
}
void CSoundGroupMgr::DeleteInstance()
{
if(m_pInstance)
{
SoundGroupIt vIter = m_pInstance->m_Groups.begin();
while(vIter != m_pInstance->m_Groups.end())
vIter = m_pInstance->RemoveGroup(vIter);
delete m_pInstance;
}
m_pInstance = 0;
}
///////////////////////////////////////////
// AddGroup()
// in: const char *XMLFile - the filename of the SoundGroup.xml to open
// out: size_t index into m_Groups
// Loads the given XML file and returns an index for later use
///////////////////////////////////////////
size_t CSoundGroupMgr::AddGroup(const VfsPath& XMLFile)
{
CSoundGroup* newGroup = new CSoundGroup(XMLFile);
m_Groups.push_back(newGroup);
return m_Groups.size() - 1;
}
///////////////////////////////////////////
// RemoveGroup()
// in: size_t index into m_Groups
// out: SoundGroupIt - one past the index removed (sometimes useful)
// Removes and Releases a given soundgroup
///////////////////////////////////////////
SoundGroupIt CSoundGroupMgr::RemoveGroup(size_t index)
{
SoundGroupIt vIter = m_Groups.begin();
if(index >= m_Groups.size())
return vIter;
CSoundGroup *temp = (*vIter);
(*vIter)->ReleaseGroup();
vIter = m_Groups.erase(vIter+index);
delete temp;
return vIter;
}
///////////////////////////////////////////
// RemoveGroup()
// in: SoundGroupIt - item to remove
// out: SoundGroupIt - one past the index removed (sometimes useful)
// Removes and Releases a given soundgroup
///////////////////////////////////////////
SoundGroupIt CSoundGroupMgr::RemoveGroup(SoundGroupIt iter)
{
(*iter)->ReleaseGroup();
CSoundGroup *temp = (*iter);
iter = m_Groups.erase(iter);
delete temp;
return iter;
}
///////////////////////////////////////////
// UpdateSoundGroups()
// updates all soundgroups, call in Frame()
///////////////////////////////////////////
void CSoundGroupMgr::UpdateSoundGroups(float TimeSinceLastFrame)
{
SoundGroupIt vIter = m_Groups.begin();
while(vIter != m_Groups.end())
{
(*vIter)->Update(TimeSinceLastFrame);
vIter++;
}
}
///////////////////////////////////////////
// PlayNext()
// in: size_t index - index into m_Groups
// Plays the next queued sound in an indexed group
///////////////////////////////////////////
void CSoundGroupMgr::PlayNext(size_t index, const CVector3D& position)
{
if(index < m_Groups.size())
m_Groups[index]->PlayNext(position);
else
debug_printf(L"SND: PlayNext(%lu) invalid, %lu groups defined\n", (unsigned long)index, (unsigned long)m_Groups.size());
}

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@ -1,81 +0,0 @@
/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/** Manages and updates SoundGroups. */
#ifndef INCLUDED_SOUNDGROUPMGR
#define INCLUDED_SOUNDGROUPMGR
#include "SoundGroup.h"
#include <vector>
class CSoundGroupMgr
{
public:
std::vector <CSoundGroup *> m_Groups; // a collection of sound groups
static CSoundGroupMgr *m_pInstance; // our static instance of the manager
static CSoundGroupMgr *GetInstance();
static void DeleteInstance();
///////////////////////////////////////////
// UpdateSoundGroups()
// updates all soundgroups, call in Frame()
///////////////////////////////////////////
void UpdateSoundGroups(float TimeSinceLastFrame);
///////////////////////////////////////////
// PlayNext()
// in: size_t index - index into m_Groups
// Plays the next queued sound in an indexed group
///////////////////////////////////////////
void PlayNext(size_t index, const CVector3D& position);
///////////////////////////////////////////
// AddGroup()
// in: const char *XMLFile - the filename of the SoundGroup.xml to open
// out: size_t index into m_Groups
// Loads the given XML file and returns an index for later use
///////////////////////////////////////////
size_t AddGroup(const VfsPath& XMLFile);
///////////////////////////////////////////
// RemoveGroup()
// in: size_t index into m_Groups
// out: std::vector<CSoundGroup *>::iterator - one past the index removed (sometimes useful)
// Removes and Releases a given soundgroup
///////////////////////////////////////////
std::vector<CSoundGroup *>::iterator RemoveGroup(size_t index);
///////////////////////////////////////////
// RemoveGroup()
// in: std::vector<CSoundGroup *>::iterator - item to remove
// out: std::vector<CSoundGroup *>::iterator - one past the index removed (sometimes useful)
// Removes and Releases a given soundgroup
///////////////////////////////////////////
std::vector<CSoundGroup *>::iterator RemoveGroup(std::vector<CSoundGroup *>::iterator iter);
private:
CSoundGroupMgr();
CSoundGroupMgr(const CSoundGroupMgr &ref);
CSoundGroupMgr &operator=(const CSoundGroupMgr &ref);
};
#define g_soundGroupMgr CSoundGroupMgr::GetInstance()
#endif // INCLUDED_SOUNDGROUPMGR