final 1.64 checkin
This commit is contained in:
@@ -19,7 +19,7 @@
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#include "BitmapText.h"
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#include "Rectangle.h"
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#include "TextBanner.h"
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#include "SoundSet.h"
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#include "RandomSample.h"
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#include "GradeDisplay.h"
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#include "RageSoundStream.h"
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#include "GameTypes.h"
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@@ -147,9 +147,9 @@ protected:
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// having sounds here causes a crash in Bass. What the heck!?!?!
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SoundSet m_soundChangeMusic;
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SoundSet m_soundChangeSort;
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SoundSet m_soundExpand;
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RandomSample m_soundChangeMusic;
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RandomSample m_soundChangeSort;
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RandomSample m_soundExpand;
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@@ -249,7 +249,16 @@ void Player::RenderPrimitives()
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bool Player::IsThereANoteAtIndex( int iIndex )
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{
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return m_TapStepsOriginal[iIndex] != STEP_NONE;
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if( m_TapStepsOriginal[iIndex] != STEP_NONE )
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return true;
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for( int i=0; i<m_iNumHoldSteps; i++ ) // for each HoldStep
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{
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if( m_HoldSteps[i].m_iStartIndex == iIndex )
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return true;
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}
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return false;
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}
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@@ -24,7 +24,7 @@
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#include "HoldGhostArrow.h"
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#include "Player.h"
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#include "ActorFrame.h"
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#include "SoundSet.h"
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#include "RandomSample.h"
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#include "ScoreDisplayRollingWithFrame.h"
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#include "LifeMeterPills.h"
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#include "Judgement.h"
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@@ -88,10 +88,10 @@ void PrefsManager::ReadPrefsFromDisk()
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if( name_string == "TextureColor" ) m_GameOptions.m_iTextureColor = atoi( value_string );
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if( name_string == "FilterTextures" ) m_GameOptions.m_bFilterTextures = ( value_string == "1" );
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if( name_string == "Shadows" ) m_GameOptions.m_bShadows = ( value_string == "1" );
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if( name_string == "IgnoreJoyDirs" ) m_GameOptions.m_bIgnoreJoyDirs = ( value_string == "1" );
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if( name_string == "IgnoreJoyAxes" ) m_GameOptions.m_bIgnoreJoyAxes = ( value_string == "1" );
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if( name_string == "ShowFPS" ) m_GameOptions.m_bShowFPS = ( value_string == "1" );
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if( name_string == "UseRandomVis" ) m_GameOptions.m_bUseRandomVis = ( value_string == "1" );
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if( name_string == "ShowCaution" ) m_GameOptions.m_bShowCaution = ( value_string == "1" );
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if( name_string == "SkipCaution" ) m_GameOptions.m_bSkipCaution = ( value_string == "1" );
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if( name_string == "Announcer" ) m_GameOptions.m_bAnnouncer = ( value_string == "1" );
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}
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}
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@@ -129,10 +129,10 @@ void PrefsManager::SavePrefsToDisk()
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ini.SetValue( "GameOptions", "TextureColor", ssprintf("%d", m_GameOptions.m_iTextureColor) );
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ini.SetValue( "GameOptions", "FilterTextures", m_GameOptions.m_bFilterTextures ? "1":"0" );
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ini.SetValue( "GameOptions", "Shadows", m_GameOptions.m_bShadows ? "1":"0" );
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ini.SetValue( "GameOptions", "IgnoreJoyDirs", m_GameOptions.m_bIgnoreJoyDirs ? "1":"0" );
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ini.SetValue( "GameOptions", "IgnoreJoyAxes", m_GameOptions.m_bIgnoreJoyAxes ? "1":"0" );
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ini.SetValue( "GameOptions", "ShowFPS", m_GameOptions.m_bShowFPS ? "1":"0" );
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ini.SetValue( "GameOptions", "UseRandomVis", m_GameOptions.m_bUseRandomVis ? "1":"0" );
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ini.SetValue( "GameOptions", "ShowCaution", m_GameOptions.m_bShowCaution ? "1":"0" );
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ini.SetValue( "GameOptions", "SkipCaution", m_GameOptions.m_bSkipCaution ? "1":"0" );
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ini.SetValue( "GameOptions", "Announcer", m_GameOptions.m_bAnnouncer ? "1":"0" );
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@@ -0,0 +1,112 @@
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: RandomSample.h
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Desc: Holds multiple sounds samples and can play a random sound easily.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#include "RandomSample.h"
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#include "RageUtil.h"
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RandomSample::RandomSample()
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{
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m_iIndexLastPlayed = -1;
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}
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RandomSample::~RandomSample()
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{
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for( int i=0; i<m_pSamples.GetSize(); i++ )
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SAFE_DELETE( m_pSamples[i] );
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}
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bool RandomSample::LoadSoundDir( CString sDir )
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{
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// make sure there's a backslash at the end of this path
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if( sDir[sDir.GetLength()-1] != '\\' )
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sDir += "\\";
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CStringArray arraySoundFiles;
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GetDirListing( sDir + "*.mp3", arraySoundFiles );
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GetDirListing( sDir + "*.wav", arraySoundFiles );
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for( int i=0; i<arraySoundFiles.GetSize(); i++ )
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LoadSound( sDir + arraySoundFiles[i] );
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return true;
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}
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bool RandomSample::LoadRandomSample( CString sSetFilePath )
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{
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CStdioFile file;
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if( !file.Open(sSetFilePath, CFile::modeRead|CFile::shareDenyNone) )
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RageError( ssprintf("Error opening sound set file '%s'.", sSetFilePath) );
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// Split for the directory of the sound set file. We'll need it below
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CString sDir, sFileName, sExtension;
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splitrelpath( sSetFilePath, sDir, sFileName, sExtension );
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CString line;
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while( file.ReadString(line) )
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{
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if( line != "" )
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LoadSound( sDir + line );
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}
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return true;
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}
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bool RandomSample::LoadSound( CString sSoundFilePath )
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{
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RageLog( "RandomSample::LoadSound( %s )", sSoundFilePath );
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RageLog( "Made it here - A" );
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RageSoundSample* pSS = new RageSoundSample;
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RageLog( "Made it here - B" );
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pSS->Load( sSoundFilePath );
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m_pSamples.Add( pSS );
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RageLog( "Made it here - C" );
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return true;
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}
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void RandomSample::PlayRandom()
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{
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// play one of the samples
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if( m_pSamples.GetSize() == 0 )
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{
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RageLog( "WARNING: Tried to play a RandomSample that has 0 sounds loaded." );
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}
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else
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{
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int iIndexToPlay = rand() % m_pSamples.GetSize();
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m_pSamples[iIndexToPlay]->Play();
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m_iIndexLastPlayed = iIndexToPlay;
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}
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}
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void RandomSample::Pause()
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{
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m_pSamples[m_iIndexLastPlayed]->Pause();
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}
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void RandomSample::Stop()
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{
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if( m_iIndexLastPlayed == -1 ) // nothing is currently playing
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return;
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m_pSamples[m_iIndexLastPlayed]->Stop();
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}
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@@ -0,0 +1,57 @@
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/*
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-----------------------------------------------------------------------------
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File: RandomSample.h
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Desc: Holds multiple sounds samples and can play a random sound easily.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#ifndef _RandomSample_H_
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#define _RandomSample_H_
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#include "RageSound.h"
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#include "RageSoundSample.h"
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#include "RageUtil.h"
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class RandomSample
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{
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public:
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RandomSample();
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~RandomSample();
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virtual bool Load( CString sFilePath )
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{
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CString sDir, sFName, sExt;
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splitrelpath( sFilePath, sDir, sFName, sExt );
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sExt.MakeLower();
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if( sExt == "" )
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return LoadSoundDir( sFilePath );
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else if( sExt == "set" )
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return LoadRandomSample( sFilePath );
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else
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return LoadSound( sFilePath );
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};
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void PlayRandom();
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void Pause();
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void Stop();
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private:
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bool LoadSoundDir( CString sDir );
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bool LoadRandomSample( CString sSetFilePath );
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bool LoadSound( CString sSoundFilePath );
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CArray<RageSoundSample*, RageSoundSample*> m_pSamples;
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int m_iIndexLastPlayed;
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};
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#endif
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+14
-12
@@ -485,11 +485,6 @@ HRESULT CreateObjects( HWND hWnd )
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// switch the screen resolution according to user's prefs
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SwitchDisplayMode();
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// go.m_bWindowed,
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// go.m_iResolution,
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// go.m_iResolution==640 ? 480 : 240,
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// go.m_iDisplayColor
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// );
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TM = new RageTextureManager( SCREEN );
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THEME = new ThemeManager;
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@@ -498,11 +493,6 @@ HRESULT CreateObjects( HWND hWnd )
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// Ugly... Switch the screen resolution again so that the system message will display
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SwitchDisplayMode();
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// go.m_bWindowed,
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// go.m_iResolution,
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// go.m_iResolution==640 ? 480 : 240,
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// go.m_iDisplayColor
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// );
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WM->SystemMessage( ssprintf("Found %d songs.", SONGS->m_pSongs.GetSize()) );
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@@ -717,7 +707,19 @@ BOOL SwitchDisplayMode()//( BOOL bWindowed, DWORD dwWidth, DWORD dwHeight, DWORD
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GameOptions &go = PREFS->m_GameOptions;
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bool bWindowed = go.m_bWindowed;
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DWORD dwWidth = go.m_iResolution;
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DWORD dwHeight = go.m_iResolution==640 ? 480 : 240;
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DWORD dwHeight;
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// fill in dwHeight
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switch( dwWidth )
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{
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case 320: dwHeight = 240; break;
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case 400: dwHeight = 300; break;
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case 512: dwHeight = 384; break;
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case 640: dwHeight = 480; break;
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case 800: dwHeight = 600; break;
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case 1024: dwHeight = 768; break;
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case 1280: dwHeight = 1024; break;
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default: dwHeight = 480; break;
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}
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DWORD dwBPP = go.m_iDisplayColor;
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@@ -738,7 +740,7 @@ BOOL SwitchDisplayMode()//( BOOL bWindowed, DWORD dwWidth, DWORD dwHeight, DWORD
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dwHeight = 480;
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if( !SCREEN->SwitchDisplayMode( bWindowed, dwWidth, dwHeight, dwBPP ) )
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{
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// Failed again. Try 640x480
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// Failed again. Try 320x240
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dwWidth = 320;
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dwHeight = 240;
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if( !SCREEN->SwitchDisplayMode( bWindowed, dwWidth, dwHeight, dwBPP ) )
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@@ -424,6 +424,22 @@ SOURCE=.\PrefsManager.h
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# End Source File
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# Begin Source File
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SOURCE=.\RandomSample.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\RandomSample.h
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# End Source File
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# Begin Source File
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SOURCE=.\RandomStream.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\RandomStream.h
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# End Source File
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# Begin Source File
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SOURCE=.\Song.cpp
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# End Source File
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# Begin Source File
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@@ -440,14 +456,6 @@ SOURCE=.\SongManager.h
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# End Source File
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# Begin Source File
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SOURCE=.\SoundSet.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\SoundSet.h
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# End Source File
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# Begin Source File
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SOURCE=.\Steps.cpp
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# End Source File
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# Begin Source File
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@@ -17,10 +17,10 @@
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#include "Window.h"
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#include "WindowManager.h"
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#include "Actor.h"
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#include "SoundSet.h"
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#include "RandomSample.h"
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const float DEFAULT_TRANSITION_TIME = 0.75f;
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const float DEFAULT_TRANSITION_TIME = 0.40f;
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class Transition : public Actor
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