plight/source/sound/sound_manager.cpp
void
    SoundManager::preloadBuffers(SoundData& rSoundData)
    {
        queueNextBuffer(rSoundData);
        for (size_t i = 1; i < m_buffersPerSource - 1 && (!rSoundData.m_soundBufferIO.hasReachedEnd() || rSoundData.m_soundBufferIO.isLoopEnabled()); ++i)
            queueNextBuffer(rSoundData);

        if (!rSoundData.m_soundBufferIO.hasReachedEnd() || rSoundData.m_soundBufferIO.isLoopEnabled())
            loadFutureBufferData(rSoundData);
    }
/*
        Preload the buffers (not necessarily the complete sound file)
    */
Preload the buffers (not necessarily the complete sound file)
Preload the buffers ( not necessarily the complete sound file )
void
    SoundManager::preloadBuffers(SoundData& rSoundData)
    {
        queueNextBuffer(rSoundData);
        for (size_t i = 1; i < m_buffersPerSource - 1 && (!rSoundData.m_soundBufferIO.hasReachedEnd() || rSoundData.m_soundBufferIO.isLoopEnabled()); ++i)
            queueNextBuffer(rSoundData);
        if (!rSoundData.m_soundBufferIO.hasReachedEnd() || rSoundData.m_soundBufferIO.isLoopEnabled())
            loadFutureBufferData(rSoundData);
    }
void SoundManager :: preloadBuffers ( SoundData & rSoundData ) { queueNextBuffer ( rSoundData ) ; for ( size_t i = 1 ; i < m_buffersPerSource - 1 && ( ! rSoundData . m_soundBufferIO . hasReachedEnd ( ) || rSoundData . m_soundBufferIO . isLoopEnabled ( ) ) ; ++ i ) queueNextBuffer ( rSoundData ) ; if ( ! rSoundData . m_soundBufferIO . hasReachedEnd ( ) || rSoundData . m_soundBufferIO . isLoopEnabled ( ) ) loadFutureBufferData ( rSoundData ) ; }
Preload the buffers (not necessarily the complete sound file)
Preload the buffers ( not necessarily the complete sound file )