mirror of
https://github.com/lightsoutgames/bevy_openal.git
synced 2024-11-21 08:55:56 +00:00
More aggressively clean up sounds when possible.
This commit is contained in:
parent
76c7701e92
commit
0a65d16d44
42
src/lib.rs
42
src/lib.rs
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@ -252,9 +252,11 @@ fn source_update(
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max_distance,
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max_distance,
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rolloff_factor,
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rolloff_factor,
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bypass_global_effects,
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bypass_global_effects,
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state,
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..
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..
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} = *sound;
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} = *sound;
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match &sound.state {
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let mut clear = false;
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match state {
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SoundState::Stopped => {
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SoundState::Stopped => {
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if let Some(source) = sound.source.as_mut() {
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if let Some(source) = sound.source.as_mut() {
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let mut source = source.lock().unwrap();
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let mut source = source.lock().unwrap();
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@ -265,21 +267,25 @@ fn source_update(
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SoundState::Playing => {
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SoundState::Playing => {
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if let Some(source) = sound.source.as_mut() {
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if let Some(source) = sound.source.as_mut() {
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let mut source = source.lock().unwrap();
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let mut source = source.lock().unwrap();
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sync_source_and_components(
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if !vec![SourceState::Playing, SourceState::Paused].contains(&source.state()) {
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&mut source,
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clear = true;
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transform,
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} else {
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global_transform,
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sync_source_and_components(
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gain,
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&mut source,
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pitch,
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transform,
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looping,
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global_transform,
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reference_distance,
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gain,
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max_distance,
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pitch,
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rolloff_factor,
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looping,
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bypass_global_effects,
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reference_distance,
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&mut **global_effects,
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max_distance,
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);
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rolloff_factor,
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if ![SourceState::Playing, SourceState::Stopped].contains(&source.state()) {
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bypass_global_effects,
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source.play();
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&mut **global_effects,
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);
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if source.state() != SourceState::Playing {
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source.play();
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}
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}
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}
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} else {
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} else {
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if let Ok(mut source) = context.new_static_source() {
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if let Ok(mut source) = context.new_static_source() {
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@ -348,6 +354,10 @@ fn source_update(
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}
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}
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}
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}
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}
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}
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if clear {
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sound.source = None;
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sound.state = SoundState::Stopped;
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}
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if let Some(source) = sound.source.clone() {
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if let Some(source) = sound.source.clone() {
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let source = source.lock().unwrap();
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let source = source.lock().unwrap();
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sound.state = match &source.state() {
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sound.state = match &source.state() {
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