use RageSound::PlayCopy

This commit is contained in:
Glenn Maynard
2007-01-18 08:43:26 +00:00
parent e2d9d65065
commit 2387a4e662
3 changed files with 3 additions and 6 deletions
+1 -2
View File
@@ -3,7 +3,6 @@
#include "ActorUtil.h"
#include "LuaManager.h"
#include "XmlFile.h"
#include "RageSoundManager.h"
#include "RageUtil.h"
REGISTER_ACTOR_CLASS_WITH_NAME( ActorSound, Sound )
@@ -15,7 +14,7 @@ void ActorSound::Load( const RString &sPath )
void ActorSound::Play()
{
SOUNDMAN->PlayCopyOfSound( m_Sound );
m_Sound.PlayCopy();
}
void ActorSound::LoadFromNode( const XNode* pNode )
+1 -2
View File
@@ -3,7 +3,6 @@
#include "RageSound.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageSoundManager.h"
RandomSample::RandomSample()
@@ -114,7 +113,7 @@ void RandomSample::PlayCopyOfRandom()
int iIndexToPlay = GetNextToPlay();
if( iIndexToPlay == -1 )
return;
SOUNDMAN->PlayCopyOfSound( *m_pSamples[iIndexToPlay] );
m_pSamples[m_iIndexLastPlayed]->Stop();
}
void RandomSample::Stop()
+1 -2
View File
@@ -11,7 +11,6 @@
#include "RageLog.h"
#include <set>
#include "Foreach.h"
#include "RageSoundManager.h"
#include "InputEventPlus.h"
static const char *MenuDirNames[] = {
@@ -733,7 +732,7 @@ void ScreenSelectMaster::MenuStart( const InputEventPlus &input )
/* Play a copy of the sound, so it'll finish playing even if we leave the screen immediately. */
if( mc.m_sSoundPath.empty() )
SOUNDMAN->PlayCopyOfSound( m_soundStart );
m_soundStart.PlayCopy();
if( mc.m_sScreen.empty() )
{