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source/soundmanager/items/CBufferItem.cpp
Show First 20 Lines • Show All 52 Lines • ▼ Show 20 Lines | void CBufferItem::ReleaseOpenALBuffer() | ||||
{ | { | ||||
ALuint* al_buf = new ALuint[num_processed]; | ALuint* al_buf = new ALuint[num_processed]; | ||||
alSourceUnqueueBuffers(m_ALSource, num_processed, al_buf); | alSourceUnqueueBuffers(m_ALSource, num_processed, al_buf); | ||||
AL_CHECK; | AL_CHECK; | ||||
delete[] al_buf; | delete[] al_buf; | ||||
} | } | ||||
alSourcei(m_ALSource, AL_BUFFER, 0); | alSourcei(m_ALSource, AL_BUFFER, 0); | ||||
((CSoundManager*)g_SoundManager)->ReleaseALSource(m_ALSource); | ((CSoundManager*)ISoundManager::GetSoundManager())->ReleaseALSource(m_ALSource); | ||||
AL_CHECK; | AL_CHECK; | ||||
m_ALSource = 0; | m_ALSource = 0; | ||||
} | } | ||||
bool CBufferItem::IdleTask() | bool CBufferItem::IdleTask() | ||||
{ | { | ||||
if ( m_ALSource == 0 ) | if ( m_ALSource == 0 ) | ||||
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Wildfire Games · Phabricator