void TacticsVictory::Stop()
{
    float time = gTime->GetElapsedTime();
    engine_->DumpResources(true);
    engine_->DumpProfiler();
    TilePath::RemoveAll();
    Rocket::DeleteAll();
    SAFE_DELETE(gScene);
    SAFE_DELETE(scene);
    SAFE_DELETE(gFileSelector);
    SAFE_DELETE(gLevel);
    SAFE_DELETE(gGUI);
    //File file(gContext, "ui.xml", Urho3D::FILE_WRITE);
    //URHO3D_LOGINFO("Now save ui");
    //gUIRoot->SaveXML(file);
    URHO3D_LOGINFO("gSet->Save");
    gSet->Save();
    SAFE_DELETE(gSet);
    URHO3D_LOGINFO("dump");
    URHO3D_LOGINFO("Now destroy gEditor");
    SAFE_DELETE(gEditor);
    URHO3D_LOGINFO("gScene");
    URHO3D_LOGINFO("gCamera");
    SAFE_DELETE(gCamera);    
    URHO3D_LOGINFOF("time Stop() %f sec", gTime->GetElapsedTime() - time);
    gLog->Close();
    SAFE_DELETE(gLog);
}
Example #2
0
/// Initialize sound output with specified buffer length and output mode.
/// \a freq is
bool Audio::SetMode(int bufferLengthMSec, int freq)
{
    Release();

    bufferLengthMSec = std::max(bufferLengthMSec, MIN_BUFFERLENGTH);
    freq = Clamp(freq, MIN_MIXRATE, MAX_MIXRATE);

    if(!d->recreateContext(freq))
        return false;

    URHO3D_LOGINFO("Set audio mode " + QString::number(mixRate_) + " Hz ");
    // SDL uses power of two audio fragments. Determine the closest match
    // Guarantee a fragment size that is low enough so that Vorbis decoding buffers do not wrap
    return Play();
}