Added SoundSource::operator= and called it from Sound::operator=
Signed-off-by: Jan Haller <bromeon@gmail.com>
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@ -240,6 +240,16 @@ public:
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////////////////////////////////////////////////////////////
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float getAttenuation() const;
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/// \brief Overload of assignment operator
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///
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/// \param right Instance to assign
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///
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/// \return Reference to self
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///
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////////////////////////////////////////////////////////////
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SoundSource& operator =(const SoundSource& right);
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protected:
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////////////////////////////////////////////////////////////
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@ -157,7 +157,11 @@ Sound::Status Sound::getStatus() const
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Sound& Sound::operator =(const Sound& right)
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{
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// Here we don't use the copy-and-swap idiom, because it would mess up
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// the list of sound instances contained in the buffers
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// the list of sound instances contained in the buffers and unnecessarily
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// destroy/create OpenAL sound sources
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// Delegate to base class, which copies all the sound attributes
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SoundSource::operator=(right);
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// Detach the sound instance from the previous buffer (if any)
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if (m_buffer)
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@ -167,16 +171,10 @@ Sound& Sound::operator =(const Sound& right)
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m_buffer = NULL;
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}
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// Copy the sound attributes
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// Copy the remaining sound attributes
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if (right.m_buffer)
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setBuffer(*right.m_buffer);
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setLoop(right.getLoop());
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setPitch(right.getPitch());
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setVolume(right.getVolume());
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setPosition(right.getPosition());
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setRelativeToListener(right.isRelativeToListener());
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setMinDistance(right.getMinDistance());
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setAttenuation(right.getAttenuation());
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return *this;
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}
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@ -75,6 +75,7 @@ void SoundSource::setVolume(float volume)
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alCheck(alSourcef(m_source, AL_GAIN, volume * 0.01f));
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}
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////////////////////////////////////////////////////////////
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void SoundSource::setPosition(float x, float y, float z)
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{
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@ -170,6 +171,24 @@ float SoundSource::getAttenuation() const
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}
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////////////////////////////////////////////////////////////
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SoundSource& SoundSource::operator =(const SoundSource& right)
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{
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// Leave m_source untouched -- it's not necessary to destroy and
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// recreate the OpenAL sound source, hence no copy-and-swap idiom
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// Assign the sound attributes
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setPitch(right.getPitch());
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setVolume(right.getVolume());
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setPosition(right.getPosition());
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setRelativeToListener(right.isRelativeToListener());
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setMinDistance(right.getMinDistance());
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setAttenuation(right.getAttenuation());
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return *this;
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}
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////////////////////////////////////////////////////////////
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SoundSource::Status SoundSource::getStatus() const
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{
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