Updated and fixed audio

This commit is contained in:
2025-12-25 19:41:19 +01:00
parent 68b35ea57b
commit 735e966608
8 changed files with 75 additions and 52 deletions

View File

@ -268,7 +268,7 @@ void ApplicationManager::shutdown() {
m_running = false;
// Stop audio systems before tearing down SDL to avoid aborts/asserts
if (auto sys = ::AudioManager::get()) sys->shutdown();
if (auto sys = AudioManager::get()) sys->shutdown();
SoundEffectManager::instance().shutdown();
// Cleanup in reverse order of initialization
@ -382,11 +382,11 @@ bool ApplicationManager::initializeManagers() {
// M: Toggle/mute music; start playback if unmuting and not started yet
if (!consume && sc == SDL_SCANCODE_M) {
if (auto sys = ::AudioManager::get()) sys->toggleMute();
if (auto sys = AudioManager::get()) sys->toggleMute();
m_musicEnabled = !m_musicEnabled;
if (m_musicEnabled && !m_musicStarted && ::AudioManager::get() && ::AudioManager::get()->getLoadedTrackCount() > 0) {
::AudioManager::get()->shuffle();
::AudioManager::get()->start();
if (m_musicEnabled && !m_musicStarted && AudioManager::get() && AudioManager::get()->getLoadedTrackCount() > 0) {
AudioManager::get()->shuffle();
AudioManager::get()->start();
m_musicStarted = true;
}
consume = true;
@ -394,7 +394,7 @@ bool ApplicationManager::initializeManagers() {
// N: Skip to next song in the playlist (or restart menu track)
if (!consume && sc == SDL_SCANCODE_N) {
if (auto sys = ::AudioManager::get()) { sys->skipToNextTrack(); if (!m_musicStarted && sys->getLoadedTrackCount() > 0) { m_musicStarted = true; m_musicEnabled = true; } }
if (auto sys = AudioManager::get()) { sys->skipToNextTrack(); if (!m_musicStarted && sys->getLoadedTrackCount() > 0) { m_musicStarted = true; m_musicEnabled = true; } }
consume = true;
}
@ -615,7 +615,7 @@ bool ApplicationManager::initializeGame() {
// as lambdas that reference members here.
// Start background music loading similar to main.cpp: Audio init + file discovery
if (auto sys = ::AudioManager::get()) sys->init();
if (auto sys = AudioManager::get()) sys->init();
// Discover available tracks (up to 100) and queue for background loading
m_totalTracks = 0;
std::vector<std::string> trackPaths;
@ -631,14 +631,14 @@ bool ApplicationManager::initializeGame() {
}
m_totalTracks = static_cast<int>(trackPaths.size());
for (const auto& path : trackPaths) {
if (auto sys = ::AudioManager::get()) sys->addTrackAsync(path);
if (auto sys = AudioManager::get()) sys->addTrackAsync(path);
}
if (m_totalTracks > 0) {
if (auto sys = ::AudioManager::get()) sys->startBackgroundLoading();
if (auto sys = AudioManager::get()) sys->startBackgroundLoading();
// Kick off playback now; Audio will pick a track once decoded.
// Do not mark as started yet; we'll flip the flag once a track is actually loaded.
if (m_musicEnabled) {
if (auto sys = ::AudioManager::get()) { sys->shuffle(); sys->start(); }
if (auto sys = AudioManager::get()) { sys->shuffle(); sys->start(); }
m_musicStarted = true;
}
m_currentTrackLoading = 1; // mark started
@ -938,13 +938,13 @@ void ApplicationManager::setupStateHandlers() {
// Start music as soon as at least one track has decoded (dont wait for all)
// Start music as soon as at least one track has decoded (don't wait for all)
if (m_musicEnabled && !m_musicStarted) {
if (auto sys = ::AudioManager::get()) {
if (auto sys = AudioManager::get()) {
if (sys->getLoadedTrackCount() > 0) { sys->shuffle(); sys->start(); m_musicStarted = true; }
}
}
// Track completion status for UI
if (!m_musicLoaded) {
if (auto sys = ::AudioManager::get()) {
if (auto sys = AudioManager::get()) {
if (sys->isLoadingComplete()) m_musicLoaded = true;
}
}

View File

@ -41,7 +41,7 @@ bool AssetManager::initialize(SDL_Renderer* renderer) {
m_renderer = renderer;
// Get references to singleton systems
m_audioSystem = ::AudioManager::get();
m_audioSystem = AudioManager::get();
m_soundSystem = &SoundEffectManager::instance();
m_initialized = true;