bass wrapper isn't working for the editor; easier to convert the editor

to the new api than to fix the wrapper
This commit is contained in:
Glenn Maynard
2002-12-22 08:51:41 +00:00
parent 5c140d053e
commit 7cb1a39245
2 changed files with 7 additions and 7 deletions
+5 -6
View File
@@ -291,7 +291,8 @@ ScreenEdit::ScreenEdit()
m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") );
m_soundMusic.Load( m_pSong->GetMusicPath(), true ); // enable accurate sync
m_soundMusic.Load(m_pSong->GetMusicPath());
m_soundMusic.SetAccurateSync(true);
m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
@@ -321,7 +322,7 @@ ScreenEdit::ScreenEdit()
ScreenEdit::~ScreenEdit()
{
LOG->Trace( "ScreenEdit::~ScreenEdit()" );
m_soundMusic.Stop();
m_soundMusic.StopPlaying();
}
// play assist ticks
@@ -358,8 +359,6 @@ bool ScreenEdit::PlayTicks() const
void ScreenEdit::Update( float fDeltaTime )
{
m_soundMusic.Update( fDeltaTime );
float fPositionSeconds = m_soundMusic.GetPositionSeconds();
float fSongBeat, fBPS;
bool bFreeze;
@@ -957,8 +956,8 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4; // give a 1 measure lead-in
float fStartSeconds = m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) ;
m_soundMusic.SetPositionSeconds( fStartSeconds );
m_soundMusic.Play();
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
m_soundMusic.StartPlaying();
}
break;
case SDLK_t:
@@ -1394,7 +1393,7 @@ void ScreenEdit::InputPlay( const DeviceInput& DeviceI, const InputEventType typ
void ScreenEdit::TransitionToEdit()
{
m_EditMode = MODE_EDITING;
m_soundMusic.Stop();
m_soundMusic.StopPlaying();
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetTweenDiffuse( RageColor(0,0,0,0) );