Delete collision sounds (and their threads) after use.

This has been broken ever since I added avatar collision sounds around https://github.com/highfidelity/hifi/pull/5159 or so.
This commit is contained in:
Howard Stearns 2015-08-31 15:49:17 -07:00
parent 5a67865d74
commit d003ec9c58
2 changed files with 10 additions and 2 deletions

View file

@ -313,7 +313,7 @@ AudioInjector* AudioInjector::playSound(const QString& soundUrl, const float vol
QByteArray samples = sound->getByteArray();
if (stretchFactor == 1.0f) {
return playSound(samples, options, NULL);
return playSoundAndDelete(samples, options, NULL);
}
soxr_io_spec_t spec = soxr_io_spec(SOXR_INT16_I, SOXR_INT16_I);
@ -333,9 +333,16 @@ AudioInjector* AudioInjector::playSound(const QString& soundUrl, const float vol
qCDebug(audio) << "Unable to resample" << soundUrl << "from" << nInputSamples << "@" << standardRate << "to" << nOutputSamples << "@" << resampledRate;
resampled = samples;
}
return playSound(resampled, options, NULL);
return playSoundAndDelete(resampled, options, NULL);
}
AudioInjector* AudioInjector::playSoundAndDelete(const QByteArray& buffer, const AudioInjectorOptions options, AbstractAudioInterface* localInterface) {
AudioInjector* sound = playSound(buffer, options, localInterface);
sound->triggerDeleteAfterFinish();
return sound;
}
AudioInjector* AudioInjector::playSound(const QByteArray& buffer, const AudioInjectorOptions options, AbstractAudioInterface* localInterface) {
QThread* injectorThread = new QThread();
injectorThread->setObjectName("Audio Injector Thread");

View file

@ -46,6 +46,7 @@ public:
void setLocalAudioInterface(AbstractAudioInterface* localAudioInterface) { _localAudioInterface = localAudioInterface; }
static AudioInjector* playSoundAndDelete(const QByteArray& buffer, const AudioInjectorOptions options, AbstractAudioInterface* localInterface);
static AudioInjector* playSound(const QByteArray& buffer, const AudioInjectorOptions options, AbstractAudioInterface* localInterface);
static AudioInjector* playSound(const QString& soundUrl, const float volume, const float stretchFactor, const glm::vec3 position);