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Use pointer to Sound to stop sounds started by NpcAnimation
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parent
0f855a83c0
commit
3c460fb3e9
apps/openmw/mwrender
@ -349,6 +349,8 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> par
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mPartPriorities[i] = 0;
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}
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std::fill(mSounds.begin(), mSounds.end(), nullptr);
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updateNpcBase();
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}
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@ -756,10 +758,10 @@ void NpcAnimation::removeIndividualPart(ESM::PartReferenceType type)
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mPartslots[type] = -1;
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mObjectParts[type].reset();
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if (!mSoundIds[type].empty() && !mSoundsDisabled)
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if (mSounds[type] != nullptr && !mSoundsDisabled)
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{
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MWBase::Environment::get().getSoundManager()->stopSound3D(mPtr, mSoundIds[type]);
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mSoundIds[type].clear();
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MWBase::Environment::get().getSoundManager()->stopSound(mSounds[type]);
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mSounds[type] = nullptr;
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}
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}
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@ -838,10 +840,10 @@ bool NpcAnimation::addOrReplaceIndividualPart(ESM::PartReferenceType type, int g
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MWWorld::ConstContainerStoreIterator csi = inv.getSlot(group < 0 ? MWWorld::InventoryStore::Slot_Helmet : group);
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if (csi != inv.end())
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{
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mSoundIds[type] = csi->getClass().getSound(*csi);
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if (!mSoundIds[type].empty())
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const auto soundId = csi->getClass().getSound(*csi);
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if (!soundId.empty())
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{
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MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, mSoundIds[type],
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mSounds[type] = MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, soundId,
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1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop
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);
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}
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@ -8,12 +8,19 @@
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#include "actoranimation.hpp"
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#include "weaponanimation.hpp"
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#include <array>
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namespace ESM
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{
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struct NPC;
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struct BodyPart;
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}
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namespace MWSound
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{
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class Sound;
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}
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namespace MWRender
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{
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@ -40,7 +47,7 @@ private:
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// Bounded Parts
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PartHolderPtr mObjectParts[ESM::PRT_Count];
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std::string mSoundIds[ESM::PRT_Count];
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std::array<MWSound::Sound*, ESM::PRT_Count> mSounds;
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const ESM::NPC *mNpc;
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std::string mHeadModel;
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