move stuff over

This commit is contained in:
Glenn Maynard
2003-01-02 08:13:34 +00:00
parent bfb263fee4
commit 6f91b6fa0a
39 changed files with 128 additions and 133 deletions
+5 -5
View File
@@ -676,7 +676,7 @@ bool ScreenGameplay::PlayTicks() const
bool bFreeze;
// HACK: Play the sound a little bit early to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
fPositionSeconds += (SOUND->GetPlayLatency()+g_fTickEarlySecondsCache) * m_soundMusic.GetPlaybackRate();
fPositionSeconds += (SOUNDMAN->GetPlayLatency()+g_fTickEarlySecondsCache) * m_soundMusic.GetPlaybackRate();
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
@@ -887,7 +887,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
&& !m_Fade.IsClosing() )
{
m_soundMusic.StopPlaying();
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","insert coin") );
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 1000 ); // do a little pause, like the arcade does
this->SendScreenMessage( SM_GoToTitleMenu, 0 );
}
@@ -994,7 +994,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT) )
{
m_DancingState = STATE_OUTRO;
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu back") );
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu back") );
/* Hmm. There are a bunch of subtly different ways we can
* tween out:
* 1. Keep rendering the song, and keep it moving. This might
@@ -1227,7 +1227,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
else
{
this->SendScreenMessage( SM_ShowCleared, 1 );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
}
}
}
@@ -1472,7 +1472,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f );
break;
case SM_PlayFailComment:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
break;
case SM_GoToScreenAfterFail: