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 "ActorUtil.h"
#include "LuaManager.h" #include "LuaManager.h"
#include "XmlFile.h" #include "XmlFile.h"
#include "RageSoundManager.h"
#include "RageUtil.h" #include "RageUtil.h"
REGISTER_ACTOR_CLASS_WITH_NAME( ActorSound, Sound ) REGISTER_ACTOR_CLASS_WITH_NAME( ActorSound, Sound )
@@ -15,7 +14,7 @@ void ActorSound::Load( const RString &sPath )
void ActorSound::Play() void ActorSound::Play()
{ {
SOUNDMAN->PlayCopyOfSound( m_Sound ); m_Sound.PlayCopy();
} }
void ActorSound::LoadFromNode( const XNode* pNode ) void ActorSound::LoadFromNode( const XNode* pNode )
+1 -2
View File
@@ -3,7 +3,6 @@
#include "RageSound.h" #include "RageSound.h"
#include "RageUtil.h" #include "RageUtil.h"
#include "RageLog.h" #include "RageLog.h"
#include "RageSoundManager.h"
RandomSample::RandomSample() RandomSample::RandomSample()
@@ -114,7 +113,7 @@ void RandomSample::PlayCopyOfRandom()
int iIndexToPlay = GetNextToPlay(); int iIndexToPlay = GetNextToPlay();
if( iIndexToPlay == -1 ) if( iIndexToPlay == -1 )
return; return;
SOUNDMAN->PlayCopyOfSound( *m_pSamples[iIndexToPlay] ); m_pSamples[m_iIndexLastPlayed]->Stop();
} }
void RandomSample::Stop() void RandomSample::Stop()
+1 -2
View File
@@ -11,7 +11,6 @@
#include "RageLog.h" #include "RageLog.h"
#include <set> #include <set>
#include "Foreach.h" #include "Foreach.h"
#include "RageSoundManager.h"
#include "InputEventPlus.h" #include "InputEventPlus.h"
static const char *MenuDirNames[] = { 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. */ /* Play a copy of the sound, so it'll finish playing even if we leave the screen immediately. */
if( mc.m_sSoundPath.empty() ) if( mc.m_sSoundPath.empty() )
SOUNDMAN->PlayCopyOfSound( m_soundStart ); m_soundStart.PlayCopy();
if( mc.m_sScreen.empty() ) if( mc.m_sScreen.empty() )
{ {