Audio legacy cleanup - Move global functions to be handled by AudioSystemComponent (#3283)

* Removes legacy audio listener updates from ViewSys

These functions were empty and logging a warning, removed.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Move more audio functions to AudioSystemComponent

For global actions like Mute/Unmute, Reload, StopAll, Load/Unload Level,
we move those functions to be handled by the AudioSystemComponent in
LmbrCentral.  This lets us remove some includes of IAudioSystem.h from
Editor and Legacy/CrySystem.

There were several locations where audio banks were being loaded and
unloaded for a level.  Now they all call into the AudioSystemComponent
and we don't have multiple copies of the same code.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
This commit is contained in:
amzn-phist
2021-08-17 17:59:09 -05:00
committed by GitHub
parent 3e51240a05
commit 078e0a8693
17 changed files with 192 additions and 246 deletions
-18
View File
@@ -892,24 +892,6 @@ bool CSystem::UpdatePreTickBus(int updateFlags, int nPauseMode)
return false;
}
//////////////////////////////////////////////////////////////////////
//update sound system Part 1 if in Editor / in Game Mode Viewsystem updates the Listeners
if (!m_env.IsEditorGameMode())
{
if ((updateFlags & ESYSUPDATE_EDITOR) != 0 && !bNoUpdate && nPauseMode != 1)
{
// updating the Listener Position in a first separate step.
// Updating all views here is a bit of a workaround, since we need
// to ensure that sound listeners owned by inactive views are also
// marked as inactive. Ideally that should happen when exiting game mode.
if (GetIViewSystem())
{
FRAME_PROFILER("SysUpdate:UpdateSoundListeners", this, PROFILE_SYSTEM);
GetIViewSystem()->UpdateSoundListeners();
}
}
}
// Use UI timer for CryMovie, because it should not be affected by pausing game time
const float fMovieFrameTime = m_Time.GetFrameTime(ITimer::ETIMER_UI);