void Audio::UpdateInternal(float timeStep) { URHO3D_PROFILE(UpdateAudio); // Update in reverse order, because sound sources might remove themselves for (unsigned i = soundSources_.Size() - 1; i < soundSources_.Size(); --i) { SoundSource* source = soundSources_[i]; // Check for pause if necessary; do not update paused sound sources if (!pausedSoundTypes_.Empty()) { if (pausedSoundTypes_.Contains(source->GetSoundType())) continue; } source->Update(timeStep); } }