v3.2.1: adjusted sound asset loading to use Sample.update
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@@ -24,7 +24,6 @@ package com.watabou.noosa.audio;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.audio.Sound;
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import com.watabou.noosa.Game;
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import com.watabou.utils.Callback;
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import java.util.HashMap;
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import java.util.HashSet;
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@@ -62,44 +61,30 @@ public enum Sample {
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}
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}
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private static LinkedList<String> loadingQueue = new LinkedList<>();
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public synchronized void load( final String... assets ) {
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for (String asset : assets){
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if (!ids.containsKey(asset) && !loadingQueue.contains(asset)){
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loadingQueue.add(asset);
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public synchronized void load( final String asset){
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if (asset != null) {
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try {
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Sound newSound = Gdx.audio.newSound(Gdx.files.internal(asset));
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ids.put(asset, newSound);
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} catch (Exception e){
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Game.reportException(e);
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}
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}
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//cancel if all assets are already loaded
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if (loadingQueue.isEmpty()) return;
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//load one at a time on the UI thread to prevent this blocking the UI
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//yes this may cause hitching, but only in the first couple seconds of game runtime
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Game.runOnRenderThread(loadingCallback);
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}
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private Callback loadingCallback = new Callback() {
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@Override
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public void call() {
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synchronized (INSTANCE) {
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String asset = loadingQueue.poll();
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if (asset != null) {
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try {
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Sound newSound = Gdx.audio.newSound(Gdx.files.internal(asset));
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ids.put(asset, newSound);
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} catch (Exception e){
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Game.reportException(e);
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}
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}
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if (!loadingQueue.isEmpty()){
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Game.runOnRenderThread(this);
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private static final LinkedList<String> loadingQueue = new LinkedList<>();
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//queues multiple assets for loading, which happens in update()
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// this prevents blocking while we load many assets
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public void load( final String[] assets ) {
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synchronized (loadingQueue) {
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for (String asset : assets) {
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if (!ids.containsKey(asset) && !loadingQueue.contains(asset)) {
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loadingQueue.add(asset);
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}
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}
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}
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};
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}
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public synchronized void unload( Object src ) {
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if (ids.containsKey( src )) {
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@@ -170,6 +155,12 @@ public enum Sample {
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}
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public void update(){
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synchronized (loadingQueue) {
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if (!loadingQueue.isEmpty()) {
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load(loadingQueue.poll());
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}
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}
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synchronized (delayedSFX) {
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if (delayedSFX.isEmpty()) return;
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for (DelayedSoundEffect sfx : delayedSFX.toArray(new DelayedSoundEffect[0])) {
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