split out ScreenGameplay::LoadLights

This commit is contained in:
Glenn Maynard
2005-05-04 06:48:34 +00:00
parent 3ba7b814c7
commit 87af9cf1f1
2 changed files with 27 additions and 21 deletions
+13 -8
View File
@@ -1081,8 +1081,19 @@ void ScreenGameplay::LoadNextSong()
// //
// Load cabinet lights data // Load cabinet lights data
// //
if( LIGHTSMAN->IsEnabled() ) LoadLights();
{
/* Load the music last, since it may start streaming and we don't want the music
* to compete with other loading. */
m_AutoKeysounds.FinishLoading();
m_pSoundMusic = m_AutoKeysounds.GetSound();
}
void ScreenGameplay::LoadLights()
{
if( !LIGHTSMAN->IsEnabled() )
return;
m_CabinetLightsNoteData.Init(); m_CabinetLightsNoteData.Init();
ASSERT( GAMESTATE->m_pCurSong ); ASSERT( GAMESTATE->m_pCurSong );
@@ -1101,12 +1112,6 @@ void ScreenGameplay::LoadNextSong()
NoteDataUtil::LoadTransformedLights( TapNoteData, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) ); NoteDataUtil::LoadTransformedLights( TapNoteData, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
} }
} }
}
/* Load the music last, since it may start streaming and we don't want the music
* to compete with other loading. */
m_AutoKeysounds.FinishLoading();
m_pSoundMusic = m_AutoKeysounds.GetSound();
} }
float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic) float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic)
+1
View File
@@ -64,6 +64,7 @@ protected:
void LoadNextSong(); void LoadNextSong();
void LoadCourseSongNumber( int SongNumber ); void LoadCourseSongNumber( int SongNumber );
float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic); float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
void LoadLights();
void PauseGame( bool bPause, GameController gc = GAME_CONTROLLER_INVALID ); void PauseGame( bool bPause, GameController gc = GAME_CONTROLLER_INVALID );
void ShowSavePrompt( ScreenMessage SM_SendWhenDone ); void ShowSavePrompt( ScreenMessage SM_SendWhenDone );
void PlayAnnouncer( CString type, float fSeconds ); void PlayAnnouncer( CString type, float fSeconds );