remove SOUNDMAN->PlayOnce
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@@ -249,6 +249,16 @@ static void StartMusic( MusicToPlay &ToPlay )
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g_Playing = NewMusic;
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}
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static void DoPlayOnce( RString sPath )
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{
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/* We want this to start quickly, so don't try to prebuffer it. */
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RageSound *pSound = new RageSound;
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pSound->Load( sPath, false );
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pSound->Play();
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pSound->DeleteSelfWhenFinishedPlaying();
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}
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static void DoPlayOnceFromDir( RString sPath )
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{
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if( sPath == "" )
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@@ -267,7 +277,7 @@ static void DoPlayOnceFromDir( RString sPath )
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return;
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int index = RandomInt( arraySoundFiles.size( ));
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SOUNDMAN->PlayOnce( sPath + arraySoundFiles[index] );
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DoPlayOnce( sPath + arraySoundFiles[index] );
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}
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static bool SoundWaiting()
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@@ -294,7 +304,7 @@ static void StartQueuedSounds()
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for( unsigned i = 0; i < aSoundsToPlayOnce.size(); ++i )
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if( aSoundsToPlayOnce[i] != "" )
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SOUNDMAN->PlayOnce( aSoundsToPlayOnce[i] );
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DoPlayOnce( aSoundsToPlayOnce[i] );
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for( unsigned i = 0; i < aSoundsToPlayOnceFromDir.size(); ++i )
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DoPlayOnceFromDir( aSoundsToPlayOnceFromDir[i] );
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@@ -178,19 +178,6 @@ void RageSoundManager::AddLoadedSound( const RString &sPath_, RageSoundReader_Pr
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m_mapPreloadedSounds[sPath] = pSound->Copy();
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}
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/* Don't hold the lock when we don't have to. We call this function from other
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* threads, to avoid stalling the gameplay thread. */
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void RageSoundManager::PlayOnce( RString sPath )
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{
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/* We want this to start quickly, so don't try to prebuffer it. */
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RageSound *pSound = new RageSound;
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pSound->Load( sPath, false );
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pSound->Play();
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pSound->DeleteSelfWhenFinishedPlaying();
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}
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void RageSoundManager::SetMixVolume( float fMixVol )
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{
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ASSERT_M( fMixVol >= 0 && fMixVol <= 1, ssprintf("%f",fMixVol) );
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@@ -45,8 +45,6 @@ public:
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RageSoundReader *GetLoadedSound( const RString &sPath );
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void AddLoadedSound( const RString &sPath, RageSoundReader_Preload *pSound );
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void PlayOnce( RString sPath );
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private:
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map<RString, RageSoundReader_Preload *> m_mapPreloadedSounds;
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