Add a second looping mode, LOOP_TO_COMPLETION, that finishes playing its
current run through the sound when stop is called before actually stopping. Add a runnable to the lock method that will be called on the spooler thread when locking is complete. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@597 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -176,7 +176,7 @@ public class MusicManager
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return;
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}
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// if the volume is off, we don't actually want to play anything but we want to at least
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// if the volume is off, we don't actually want to play anything but we want to at least
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// decrement any loopers by one and keep them on the top of the queue
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if (_musicVol == 0f) {
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handleMusicStopped();
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@@ -216,7 +216,7 @@ public class MusicManager
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_musicPlayer.init(_playerListener);
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} catch (Exception e) {
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log.warning("Unable to instantiate music player [class=" + playerClass +
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log.warning("Unable to instantiate music player [class=" + playerClass +
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", e=" + e + "].");
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// scrap it, try again with the next song
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@@ -314,7 +314,7 @@ public class MusicManager
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public MusicKey (String set, String path, int loops)
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{
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super((byte) -1, set, path);
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super((byte) -1, set, path, null);
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this.loops = loops;
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}
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}
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@@ -31,7 +31,6 @@ import java.io.InputStream;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.Iterator;
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import java.util.Properties;
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import javax.sound.sampled.AudioFormat;
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@@ -213,11 +212,11 @@ public class SoundManager
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buf.append("clipVol=").append(_clipVol);
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buf.append(", disabled=[");
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int ii = 0;
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for (Iterator<SoundType> iter = _disabledTypes.iterator(); iter.hasNext(); ) {
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for (SoundType soundType : _disabledTypes) {
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if (ii++ > 0) {
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buf.append(", ");
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}
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buf.append(iter.next());
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buf.append(soundType);
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}
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return buf.append("]").toString();
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}
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@@ -262,39 +261,33 @@ public class SoundManager
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}
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/**
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* Optionally lock the sound data prior to playing, to guarantee
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* that it will be quickly available for playing.
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* Optionally lock each of these keys prior to playing, to guarantee that it will be quickly
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* available for playing.
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*/
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public void lock (String pkgPath, String key)
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public void lock (String pkgPath, String... keys)
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{
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enqueue(new SoundKey(LOCK, pkgPath, key), true);
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lock(pkgPath, null, keys);
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}
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/**
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* Unlock the specified sound so that its resources can be freed.
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* Optionally lock each of these keys prior to playing, to guarantee that it will be quickly
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* available for playing. <code>onLock</code> will be called on a spooler thread when locking
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* is complete.
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*/
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public void unlock (String pkgPath, String key)
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{
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enqueue(new SoundKey(UNLOCK, pkgPath, key), true);
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}
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/**
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* Batch lock a list of sounds.
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*/
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public void lock (String pkgPath, String[] keys)
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public void lock (String pkgPath, Runnable onLock, String... keys)
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{
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for (int ii=0; ii < keys.length; ii++) {
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enqueue(new SoundKey(LOCK, pkgPath, keys[ii]), (ii == 0));
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enqueue(new SoundKey(LOCK, pkgPath, keys[ii], onLock), (ii == 0));
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}
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}
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/**
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* Batch unlock a list of sounds.
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*Unlock the specified sounds so that its resources can be freed.
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*/
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public void unlock (String pkgPath, String[] keys)
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public void unlock (String pkgPath, String... keys)
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{
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for (int ii=0; ii < keys.length; ii++) {
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enqueue(new SoundKey(UNLOCK, pkgPath, keys[ii]), (ii == 0));
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enqueue(new SoundKey(UNLOCK, pkgPath, keys[ii], null), (ii == 0));
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}
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}
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@@ -355,28 +348,29 @@ public class SoundManager
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}
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/**
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* Loop the specified sound.
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* Loop the specified sound, stopping as quickly as possible when stop is called.
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*/
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public Frob loop (SoundType type, String pkgPath, String key)
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{
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return loop(type, pkgPath, key, PAN_CENTER);
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return loop(type, pkgPath, key, PAN_CENTER, LOOP_TO_COMPLETION);
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}
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/**
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* Loop the specified sound.
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* Loop the specified sound, stopping as quickly as possible when stop is called.
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*/
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public Frob loop (SoundType type, String pkgPath, String key, float pan)
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{
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if (type == null) {
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type = DEFAULT;
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}
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return loop(type, pkgPath, key, pan, LOOP);
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if (!isEnabled(type)) {
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return null;
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}
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SoundKey skey = new SoundKey(LOOP, pkgPath, key, 0, _clipVol, pan);
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addToPlayQueue(skey);
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return skey; // it is a frob
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}
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/**
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* Loop the specified sound, stopping after the current iteration completes when stop is
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* called.
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*/
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public Frob loopToCompletion (SoundType type, String pkgPath, String key)
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{
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return loop(type, pkgPath, key, PAN_CENTER, LOOP_TO_COMPLETION);
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}
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// ==== End of public methods ====
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@@ -474,6 +468,7 @@ public class SoundManager
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switch (key.cmd) {
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case PLAY:
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case LOOP:
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case LOOP_TO_COMPLETION:
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playSound(key);
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break;
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@@ -500,6 +495,7 @@ public class SoundManager
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}
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break;
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}
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key.processed();
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}
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/**
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@@ -551,7 +547,7 @@ public class SoundManager
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AudioInputStream stream = setupAudioStream(data);
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if (key.cmd == LOOP && stream.markSupported()) {
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if (key.isLoop() && stream.markSupported()) {
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stream.mark(data.length);
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}
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@@ -572,7 +568,7 @@ public class SoundManager
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do {
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// play the sound
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int count = 0;
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while (key.running && count != -1) {
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while ((key.running || key.cmd == LOOP_TO_COMPLETION) && count != -1) {
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float vol = key.volume;
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if (vol != setVolume) {
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adjustVolume(line, vol);
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@@ -599,7 +595,7 @@ public class SoundManager
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}
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}
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if (key.cmd == LOOP) {
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if (key.isLoop()) {
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// if we're going to loop, reset the stream to the beginning if we can,
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// otherwise just remake the stream
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if (stream.markSupported()) {
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@@ -608,7 +604,7 @@ public class SoundManager
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stream = setupAudioStream(data);
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}
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}
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} while (key.cmd == LOOP && key.running);
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} while (key.isLoop() && key.running);
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// sleep the drain time. We never trust line.drain() because
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// it is buggy and locks up on natively multithreaded systems
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@@ -838,6 +834,23 @@ public class SoundManager
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return c;
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}
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/**
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* Loop the specified sound.
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*/
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protected Frob loop (SoundType type, String pkgPath, String key, float pan, byte cmd)
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{
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if (type == null) {
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type = DEFAULT;
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}
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if (!isEnabled(type)) {
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return null;
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}
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SoundKey skey = new SoundKey(cmd, pkgPath, key, 0, _clipVol, pan);
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addToPlayQueue(skey);
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return skey; // it is a frob
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}
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// /**
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// * Adjust the volume of this clip.
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// */
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@@ -920,9 +933,11 @@ public class SoundManager
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/** The player thread, if it's playing us. */
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public Thread thread;
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/** Run when the processed method is called. */
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public Runnable onProcessed;
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/**
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* Create a SoundKey that just contains the specified command.
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* DIE.
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*/
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public SoundKey (byte cmd)
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{
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@@ -932,19 +947,21 @@ public class SoundManager
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/**
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* Quicky constructor for music keys and lock operations.
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*/
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public SoundKey (byte cmd, String pkgPath, String key)
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public SoundKey (byte cmd, String pkgPath, String key, Runnable onProcessed)
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{
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this(cmd);
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this.pkgPath = pkgPath;
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this.key = key;
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this.onProcessed = onProcessed;
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}
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/**
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* Constructor for a sound effect soundkey.
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*/
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public SoundKey (byte cmd, String pkgPath, String key, int delay, float volume, float pan)
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public SoundKey (byte cmd, String pkgPath, String key, int delay, float volume,
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float pan)
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{
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this(cmd, pkgPath, key);
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this(cmd, pkgPath, key, null);
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stamp = System.currentTimeMillis() + delay;
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setVolume(volume);
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@@ -994,6 +1011,23 @@ public class SoundManager
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return (stamp + MAX_SOUND_DELAY < System.currentTimeMillis());
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}
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/**
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* If this key is one of the two loop types.
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*/
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protected boolean isLoop() {
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return cmd == LOOP || cmd == LOOP_TO_COMPLETION;
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}
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/**
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* Called when the manager is done processing this key.
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*/
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public void processed ()
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{
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if (onProcessed != null) {
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onProcessed.run();
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}
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}
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@Override
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public String toString ()
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{
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@@ -1055,6 +1089,7 @@ public class SoundManager
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protected static final byte UNLOCK = 2;
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protected static final byte DIE = 3;
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protected static final byte LOOP = 4;
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protected static final byte LOOP_TO_COMPLETION = 5;
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/** A pref that specifies a directory for us to get test sounds from. */
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protected static RuntimeAdjust.FileAdjust _testDir =
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