--- source/Audio.cpp.orig 2023-10-21 20:01:54 UTC +++ source/Audio.cpp @@ -82,7 +82,7 @@ namespace { // This queue keeps track of sounds that have been requested to play. Each // added sound is "deferred" until the next audio position update to make // sure that all sounds from a given frame start at the same time. - map queue; + map queue_; map deferred; thread::id mainThreadID; @@ -249,7 +249,7 @@ void Audio::Update(const Point &listenerPosition) listener = listenerPosition; for(const auto &it : deferred) - queue[it.first].Add(it.second); + queue_[it.first].Add(it.second); deferred.clear(); } @@ -273,7 +273,7 @@ void Audio::Play(const Sound *sound, const Point &posi // Place sounds from the main thread directly into the queue. They are from // the UI, and the Engine may not be running right now to call Update(). if(this_thread::get_id() == mainThreadID) - queue[sound].Add(position - listener); + queue_[sound].Add(position - listener); else { unique_lock lock(audioMutex); @@ -317,12 +317,12 @@ void Audio::Step() { if(source.GetSound()->IsLooping()) { - auto it = queue.find(source.GetSound()); - if(it != queue.end()) + auto it = queue_.find(source.GetSound()); + if(it != queue_.end()) { source.Move(it->second); newSources.push_back(source); - queue.erase(it); + queue_.erase(it); } else { @@ -367,7 +367,7 @@ void Audio::Step() // Now, what is left in the queue is sounds that want to play, and that do // not correspond to an existing source. - for(const auto &it : queue) + for(const auto &it : queue_) { // Use a recycled source if possible. Otherwise, create a new one. unsigned source = 0; @@ -396,7 +396,7 @@ void Audio::Step() sources.back().Move(it.second); alSourcePlay(source); } - queue.clear(); + queue_.clear(); // Queue up new buffers for the music, if necessary. int buffersDone = 0;