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if (c_SoundOverlapModeMap.find(soundOverlapModeString) != c_SoundOverlapModeMap.end()) {
@@ -134,10 +162,10 @@ namespace RTE {
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Entity::Save(writer);
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// Due to writer limitations, the top level SoundSet has to be explicitly written out, even though SoundContainer standard behaviour is to hide it in INI and just have properties be part of the SoundContainer.
/// Destructor method used to clean up a SoundContainer object before deletion from system memory.
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/// </summary>
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~SoundContainer() override { Destroy(true); }
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~SoundContainer() override;
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/// <summary>
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/// Destroys and resets (through Clear()) the SoundContainer object. It doesn't delete the Sound files, since they're owned by ContentFile static maps.
@@ -89,7 +90,7 @@ namespace RTE {
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/// Shows whether this SoundContainer's top level SoundSet has any SoundData or SoundSets.
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/// </summary>
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/// <returns>Whether this SoundContainer has any sounds.</returns>
/// Gets the channels playing sounds from this SoundContainer.
@@ -397,7 +398,7 @@ namespace RTE {
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staticconst std::unordered_map<std::string, SoundOverlapMode> c_SoundOverlapModeMap; //!< A map of strings to SoundOverlapModes to support string parsing for the SoundOverlapMode enum. Populated in the implementing cpp file.
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staticconst std::unordered_map<std::string, BusRouting> c_BusRoutingMap; //!< A map of strings to BusRoutings to support string parsing for the BusRouting enum. Populated in the implementing cpp file.
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SoundSet m_TopLevelSoundSet; //The top level SoundSet that handles all SoundData and sub SoundSets in this SoundContainer.
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std::shared_ptr<SoundSet> m_TopLevelSoundSet; //The top level SoundSet that handles all SoundData and sub SoundSets in this SoundContainer.
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std::unordered_set<int> m_PlayingChannels; //!< The channels this SoundContainer is currently using.
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SoundOverlapMode m_SoundOverlapMode; //!< The SoundOverlapMode for this SoundContainer, used to determine how it should handle overlapping play calls.
/// Internal lambda function to load an audio file by path in as a ContentFile, which in turn loads it into FMOD, then returns SoundData for it in the outParam outSoundData.
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