renaming RageSounds -> GameSoundManager; it's not low-level

This commit is contained in:
Glenn Maynard
2004-07-08 00:03:35 +00:00
parent f670274570
commit 1b3425ea94
3 changed files with 19 additions and 19 deletions
+13 -13
View File
@@ -11,7 +11,7 @@
#include "RageDisplay.h"
#include "AnnouncerManager.h"
RageSounds *SOUND = NULL;
GameSoundManager *SOUND = NULL;
/*
* When playing music, automatically search for an SM file for timing data. If one is
@@ -299,7 +299,7 @@ int MusicThread_start( void *p )
return 0;
}
RageSounds::RageSounds()
GameSoundManager::GameSoundManager()
{
/* Init RageSoundMan first: */
ASSERT( SOUNDMAN );
@@ -309,7 +309,7 @@ RageSounds::RageSounds()
g_SoundsToPlayOnceFromAnnouncer.reserve( 16 );
g_MusicsToPlay.reserve( 16 );
g_Mutex = new RageMutex("RageSounds");
g_Mutex = new RageMutex("GameSoundManager");
g_Playing = new MusicPlaying( new RageSound );
g_UpdatingTimer = false;
@@ -322,7 +322,7 @@ RageSounds::RageSounds()
}
}
RageSounds::~RageSounds()
GameSoundManager::~GameSoundManager()
{
if( g_ThreadedMusicStart )
{
@@ -351,7 +351,7 @@ RageSounds::~RageSounds()
delete pMusic;
}
float RageSounds::GetFrameTimingAdjustment( float fDeltaTime )
float GameSoundManager::GetFrameTimingAdjustment( float fDeltaTime )
{
/*
* We get one update per frame, and we're updated early, almost immediately after vsync,
@@ -386,7 +386,7 @@ float RageSounds::GetFrameTimingAdjustment( float fDeltaTime )
return min( -fExtraDelay, 0 );
}
void RageSounds::Update( float fDeltaTime )
void GameSoundManager::Update( float fDeltaTime )
{
LockMut( *g_Mutex );
@@ -450,14 +450,14 @@ void RageSounds::Update( float fDeltaTime )
}
CString RageSounds::GetMusicPath() const
CString GameSoundManager::GetMusicPath() const
{
LockMut( *g_Mutex );
return g_Playing->m_Music->GetLoadedFilePath();
}
/* If g_ThreadedMusicStart, this function should not touch the disk at all. */
void RageSounds::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat )
void GameSoundManager::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat )
{
// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str());
@@ -483,13 +483,13 @@ void RageSounds::PlayMusic( const CString &file, const CString &timing_file, boo
StartQueuedSounds();
}
void RageSounds::HandleSongTimer( bool on )
void GameSoundManager::HandleSongTimer( bool on )
{
LockMut( *g_Mutex );
g_UpdatingTimer = on;
}
void RageSounds::PlayOnce( CString sPath )
void GameSoundManager::PlayOnce( CString sPath )
{
/* Add the sound to the g_SoundsToPlayOnce queue. */
CString *p = new CString( sPath );
@@ -500,7 +500,7 @@ void RageSounds::PlayOnce( CString sPath )
StartQueuedSounds();
}
void RageSounds::PlayOnceFromDir( CString PlayOnceFromDir )
void GameSoundManager::PlayOnceFromDir( CString PlayOnceFromDir )
{
/* Add the path to the g_SoundsToPlayOnceFromDir queue. */
CString *p = new CString( PlayOnceFromDir );
@@ -511,7 +511,7 @@ void RageSounds::PlayOnceFromDir( CString PlayOnceFromDir )
StartQueuedSounds();
}
void RageSounds::PlayOnceFromAnnouncer( CString sFolderName )
void GameSoundManager::PlayOnceFromAnnouncer( CString sFolderName )
{
/* Add the path to the g_SoundsToPlayOnceFromDir queue. */
CString *p = new CString( sFolderName );
@@ -522,7 +522,7 @@ void RageSounds::PlayOnceFromAnnouncer( CString sFolderName )
StartQueuedSounds();
}
float RageSounds::GetPlayLatency() const
float GameSoundManager::GetPlayLatency() const
{
return SOUNDMAN->GetPlayLatency();
}
+5 -5
View File
@@ -1,15 +1,15 @@
/* RageSounds - High-level sound utilities. */
/* GameSoundManager - High-level sound utilities. */
#ifndef RAGE_SOUNDS_H
#define RAGE_SOUNDS_H
class TimingData;
class RageSound;
class RageSounds
class GameSoundManager
{
public:
RageSounds();
~RageSounds();
GameSoundManager();
~GameSoundManager();
void Update( float fDeltaTime );
void PlayMusic( const CString &file, bool force_loop = false, float start_sec = 0, float length_sec = -1, float fade_len = 0, bool align_beat = true ) { PlayMusic( file, "", force_loop, start_sec, length_sec, fade_len, align_beat ); }
@@ -26,7 +26,7 @@ public:
float GetFrameTimingAdjustment( float fDeltaTime );
};
extern RageSounds *SOUND;
extern GameSoundManager *SOUND;
#endif
/*
+1 -1
View File
@@ -1015,7 +1015,7 @@ int main(int argc, char* argv[])
SOUNDMAN = new RageSoundManager;
SOUNDMAN->Init( PREFSMAN->m_sSoundDrivers );
SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume );
SOUND = new RageSounds;
SOUND = new GameSoundManager;
BOOKKEEPER = new Bookkeeper;
LIGHTSMAN = new LightsManager(PREFSMAN->m_sLightsDriver);
INPUTFILTER = new InputFilter;