From 0eaab20da5c84aba58c3a3e4e73c9d10d39b8999 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 10 Dec 2006 04:42:39 +0000 Subject: [PATCH] split out LoadAutoplaySoundsInto --- stepmania/src/AutoKeysounds.cpp | 26 ++++++++++++++++---------- stepmania/src/AutoKeysounds.h | 3 +++ 2 files changed, 19 insertions(+), 10 deletions(-) diff --git a/stepmania/src/AutoKeysounds.cpp b/stepmania/src/AutoKeysounds.cpp index 1b235ff349..e4a669d11e 100644 --- a/stepmania/src/AutoKeysounds.cpp +++ b/stepmania/src/AutoKeysounds.cpp @@ -29,20 +29,12 @@ void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly ) m_ndAutoKeysoundsOnly[pn] = ndAutoKeysoundsOnly; } -void AutoKeysounds::FinishLoading() +void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain ) { - m_sSound.Unload(); - - /* Load the BGM. */ - RageSoundReader_Chain *pChain = new RageSoundReader_Chain; - - Song* pSong = GAMESTATE->m_pCurSong; - pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate(44100) ); - pChain->AddSound( pChain->LoadSound(pSong->GetMusicPath()), 0, 0 ); - // // Load sounds. // + Song* pSong = GAMESTATE->m_pCurSong; RString sSongDir = pSong->GetSongDir(); /* m_vKeysounds.clear(); @@ -122,7 +114,21 @@ void AutoKeysounds::FinishLoading() } } } +} +void AutoKeysounds::FinishLoading() +{ + m_sSound.Unload(); + + /* Load the BGM. */ + RageSoundReader_Chain *pChain = new RageSoundReader_Chain; + + Song* pSong = GAMESTATE->m_pCurSong; + pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate(44100) ); + pChain->AddSound( pChain->LoadSound(pSong->GetMusicPath()), 0, 0 ); + + LoadAutoplaySoundsInto( pChain ); + pChain->Finish(); /* Load a pitch shifter for the whole sound. */ diff --git a/stepmania/src/AutoKeysounds.h b/stepmania/src/AutoKeysounds.h index 9126b6e578..c753b1b37e 100644 --- a/stepmania/src/AutoKeysounds.h +++ b/stepmania/src/AutoKeysounds.h @@ -7,6 +7,7 @@ #include "PlayerNumber.h" #include "RageSound.h" +class RageSoundReader_Chain; class AutoKeysounds { public: @@ -16,6 +17,8 @@ public: RageSound *GetSound() { return &m_sSound; } protected: + void LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain ); + NoteData m_ndAutoKeysoundsOnly[NUM_PLAYERS]; vector m_vKeysounds; RageSound m_sSound;