play copy of so that the Cancel sound continues playing after the transition and sample have been torn down
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@@ -3,7 +3,7 @@
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#include "RageSound.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageSoundManager.h"
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RandomSample::RandomSample()
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@@ -78,14 +78,11 @@ bool RandomSample::LoadSound( CString sSoundFilePath )
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return true;
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}
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void RandomSample::PlayRandom()
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int RandomSample::GetNextToPlay()
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{
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// play one of the samples
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if( m_pSamples.empty() )
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{
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// LOG->Trace( "WARNING: Tried to play a RandomSample that has 0 sounds loaded." );
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return;
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}
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return -1;
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int iIndexToPlay = 0;
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for( int i=0; i<5; i++ )
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@@ -95,8 +92,24 @@ void RandomSample::PlayRandom()
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break;
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}
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m_pSamples[iIndexToPlay]->Play();
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m_iIndexLastPlayed = iIndexToPlay;
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return iIndexToPlay;
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}
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void RandomSample::PlayRandom()
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{
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int iIndexToPlay = GetNextToPlay();
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if( iIndexToPlay == -1 )
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return;
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m_pSamples[iIndexToPlay]->Play();
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}
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void RandomSample::PlayCopyOfRandom()
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{
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int iIndexToPlay = GetNextToPlay();
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if( iIndexToPlay == -1 )
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return;
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SOUNDMAN->PlayCopyOfSound( *m_pSamples[iIndexToPlay] );
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}
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void RandomSample::Stop()
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@@ -14,12 +14,13 @@ public:
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bool Load( CString sFilePath, int iMaxToLoad = 1000 /*load all*/ );
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void UnloadAll();
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void PlayRandom();
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void PlayCopyOfRandom();
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void Stop();
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private:
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bool LoadSoundDir( CString sDir, int iMaxToLoad );
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bool LoadSound( CString sSoundFilePath );
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int GetNextToPlay();
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vector<RageSound*> m_pSamples;
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int m_iIndexLastPlayed;
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@@ -53,7 +53,7 @@ void Transition::Update( float fDeltaTime )
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/* Start the transition on the first update, not in the ctor, so
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* we don't play a sound while our parent is still loading. */
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if( m_bFirstUpdate )
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m_sound.PlayRandom();
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m_sound.PlayCopyOfRandom();
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// Check this before running Update, so we draw the last frame of the finished
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// transition before sending m_MessageToSendWhenDone.
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