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_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") ); m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
@@ -321,7 +322,7 @@ ScreenEdit::ScreenEdit()
ScreenEdit::~ScreenEdit() ScreenEdit::~ScreenEdit()
{ {
LOG->Trace( "ScreenEdit::~ScreenEdit()" ); LOG->Trace( "ScreenEdit::~ScreenEdit()" );
m_soundMusic.Stop(); m_soundMusic.StopPlaying();
} }
// play assist ticks // play assist ticks
@@ -358,8 +359,6 @@ bool ScreenEdit::PlayTicks() const
void ScreenEdit::Update( float fDeltaTime ) void ScreenEdit::Update( float fDeltaTime )
{ {
m_soundMusic.Update( fDeltaTime );
float fPositionSeconds = m_soundMusic.GetPositionSeconds(); float fPositionSeconds = m_soundMusic.GetPositionSeconds();
float fSongBeat, fBPS; float fSongBeat, fBPS;
bool bFreeze; 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 GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4; // give a 1 measure lead-in
float fStartSeconds = m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) ; float fStartSeconds = m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) ;
m_soundMusic.SetPositionSeconds( fStartSeconds ); m_soundMusic.SetPositionSeconds( fStartSeconds );
m_soundMusic.Play();
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate ); m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
m_soundMusic.StartPlaying();
} }
break; break;
case SDLK_t: case SDLK_t:
@@ -1394,7 +1393,7 @@ void ScreenEdit::InputPlay( const DeviceInput& DeviceI, const InputEventType typ
void ScreenEdit::TransitionToEdit() void ScreenEdit::TransitionToEdit()
{ {
m_EditMode = MODE_EDITING; m_EditMode = MODE_EDITING;
m_soundMusic.Stop(); m_soundMusic.StopPlaying();
m_rectRecordBack.StopTweening(); m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f ); m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetTweenDiffuse( RageColor(0,0,0,0) ); m_rectRecordBack.SetTweenDiffuse( RageColor(0,0,0,0) );
+2 -1
View File
@@ -17,6 +17,7 @@
#include "RandomSample.h" #include "RandomSample.h"
#include "FocusingSprite.h" #include "FocusingSprite.h"
#include "RageMusic.h" #include "RageMusic.h"
#include "RageSound.h"
#include "MotionBlurSprite.h" #include "MotionBlurSprite.h"
#include "BGAnimation.h" #include "BGAnimation.h"
#include "SnapDisplay.h" #include "SnapDisplay.h"
@@ -96,7 +97,7 @@ protected:
// for MODE_RECORD and MODE_PLAY // for MODE_RECORD and MODE_PLAY
Quad m_rectRecordBack; Quad m_rectRecordBack;
RageSoundStream m_soundMusic; RageSound m_soundMusic;
int m_iMenuSelection; int m_iMenuSelection;
BitmapText m_textActionMenu[NUM_ACTION_MENU_ITEMS]; BitmapText m_textActionMenu[NUM_ACTION_MENU_ITEMS];