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Use pointer to Sound to stop sounds started by NpcAnimation

This commit is contained in:
elsid 2020-06-28 22:50:06 +02:00
parent 0f855a83c0
commit 3c460fb3e9
No known key found for this signature in database
GPG Key ID: B845CB9FEE18AB40
2 changed files with 16 additions and 7 deletions

@ -349,6 +349,8 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> par
mPartPriorities[i] = 0;
}
std::fill(mSounds.begin(), mSounds.end(), nullptr);
updateNpcBase();
}
@ -756,10 +758,10 @@ void NpcAnimation::removeIndividualPart(ESM::PartReferenceType type)
mPartslots[type] = -1;
mObjectParts[type].reset();
if (!mSoundIds[type].empty() && !mSoundsDisabled)
if (mSounds[type] != nullptr && !mSoundsDisabled)
{
MWBase::Environment::get().getSoundManager()->stopSound3D(mPtr, mSoundIds[type]);
mSoundIds[type].clear();
MWBase::Environment::get().getSoundManager()->stopSound(mSounds[type]);
mSounds[type] = nullptr;
}
}
@ -838,10 +840,10 @@ bool NpcAnimation::addOrReplaceIndividualPart(ESM::PartReferenceType type, int g
MWWorld::ConstContainerStoreIterator csi = inv.getSlot(group < 0 ? MWWorld::InventoryStore::Slot_Helmet : group);
if (csi != inv.end())
{
mSoundIds[type] = csi->getClass().getSound(*csi);
if (!mSoundIds[type].empty())
const auto soundId = csi->getClass().getSound(*csi);
if (!soundId.empty())
{
MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, mSoundIds[type],
mSounds[type] = MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, soundId,
1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop
);
}

@ -8,12 +8,19 @@
#include "actoranimation.hpp"
#include "weaponanimation.hpp"
#include <array>
namespace ESM
{
struct NPC;
struct BodyPart;
}
namespace MWSound
{
class Sound;
}
namespace MWRender
{
@ -40,7 +47,7 @@ private:
// Bounded Parts
PartHolderPtr mObjectParts[ESM::PRT_Count];
std::string mSoundIds[ESM::PRT_Count];
std::array<MWSound::Sound*, ESM::PRT_Count> mSounds;
const ESM::NPC *mNpc;
std::string mHeadModel;