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); }
/// 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(); }