experimental support for per-player sound streams
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+158
-25
@@ -20,11 +20,17 @@
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#include "GameState.h"
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#include "song.h"
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#include "RageSoundReader_Chain.h"
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#include "RageSoundReader_ChannelSplit.h"
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#include "RageSoundReader_Extend.h"
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#include "RageSoundReader_Merge.h"
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#include "RageSoundReader_Pan.h"
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#include "RageSoundReader_PitchChange.h"
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#include "RageSoundReader_PostBuffering.h"
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#include "RageSoundReader_ThreadedBuffer.h"
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#include "RageSoundManager.h"
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#include "RageLog.h"
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#include "RageSoundReader_FileReader.h"
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#include "Foreach.h"
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void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
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{
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@@ -38,18 +44,6 @@ void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain )
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//
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Song* pSong = GAMESTATE->m_pCurSong;
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RString sSongDir = pSong->GetSongDir();
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/*
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m_vKeysounds.clear();
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m_vKeysounds.resize( pSong->m_vsKeysoundFile.size() );
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for( unsigned i=0; i<m_vKeysounds.size(); i++ )
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{
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RString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[i];
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RageSound& sound = m_vKeysounds[i];
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sound.Load( sKeysoundFilePath );
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}
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*/
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/*
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* Add all current autoplay sounds in both players to the chain. If a sound is
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@@ -118,30 +112,169 @@ void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain )
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}
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}
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void AutoKeysounds::LoadTracks( const Song *pSong, RageSoundReader *&pShared, RageSoundReader *&pPlayer1, RageSoundReader *&pPlayer2 )
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{
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/* If we have two players, prefer a three-track sound; otherwise prefer a two-track sound. */
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bool bTwoPlayers = GAMESTATE->GetNumPlayersEnabled() == 2;
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pPlayer1 = NULL;
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pPlayer2 = NULL;
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pShared = NULL;
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RString sError;
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RageSoundReader *pSongReader = RageSoundReader_FileReader::OpenFile( pSong->GetMusicPath(), sError );
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/* Load the buffering filter before the effects filters, so effects aren't delayed. */
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pSongReader = new RageSoundReader_Extend( pSongReader );
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pSongReader = new RageSoundReader_ThreadedBuffer( pSongReader );
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pShared = pSongReader;
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if( pSong->HasLeadTrack() )
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{
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RageSoundReader *pLeadTrackReader = RageSoundReader_FileReader::OpenFile( pSong->GetLeadTrackPath(), sError );
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/* Load the buffering filter before the effects filters, so effects aren't delayed. */
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pLeadTrackReader = new RageSoundReader_Extend( pLeadTrackReader );
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pLeadTrackReader = new RageSoundReader_ThreadedBuffer( pLeadTrackReader );
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pPlayer1 = pLeadTrackReader;
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}
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return;
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if( pSongReader->GetNumChannels() <= 2 )
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{
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/* If we only have one track, return it as the shared track. */
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pShared = pSongReader;
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return;
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}
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// TODO: Make this work for player 2, and for 2 players
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/* The code below is used to split the main sound stream into per-player sounds.
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* The results of this method doesn't seem interesting enough to bother supporting this.
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*/
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//RageSoundSplitter Splitter( pSongReader );
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//RageSoundReader_Split *pMainSound = Splitter.CreateSound();
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//pMainSound->AddSourceChannelToSound( 0, 0 );
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//if( pSongReader->GetNumChannels() >= 2 ) // stereo
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// pMainSound->AddSourceChannelToSound( 1, 1 );
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//pShared = pMainSound;
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//
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//RageSoundReader_Split *pLeadSound = Splitter.CreateSound();
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//pLeadSound->AddSourceChannelToSound( 2, 0 );
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//if( pSongReader->GetNumChannels() >= 4 ) // stereo
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// pLeadSound->AddSourceChannelToSound( 3, 1 );
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//pPlayer1 = pLeadSound;
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//if( pSongReader->GetNumChannels() >= 5 )
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//{
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// if( bTwoPlayers )
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// {
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// RageSoundReader_Split *pSecondarySound = Splitter.CreateSound();
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// pSecondarySound->AddSourceChannelToSound( 4, 0 );
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// if( pSongReader->GetNumChannels() >= 6 )
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// pSecondarySound->AddSourceChannelToSound( 5, 1 ); // stereo
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// else
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// pSecondarySound->AddSourceChannelToSound( 4, 1 ); // mono
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// pPlayer2 = pSecondarySound;
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// }
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// else
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// {
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// /* We have a secondary track, but we only have one player. Mix it into
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// * the background track. */
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// pMainSound->AddSourceChannelToSound( 4, 0 );
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// if( pSongReader->GetNumChannels() >= 6 )
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// pMainSound->AddSourceChannelToSound( 5, 1 ); // stereo
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// else
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// pMainSound->AddSourceChannelToSound( 4, 1 ); // mono
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// }
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//}
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//else if( bTwoPlayers )
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//{
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// /* We have two players, but only two tracks. Use the same track for both
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// * players. */
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// pPlayer2 = pPlayer1->Copy();
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// pPlayer1->SetProperty( "Balance", -1.0f );
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// pPlayer2->SetProperty( "Balance", +1.0f );
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//}
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}
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void AutoKeysounds::FinishLoading()
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{
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m_sSound.Unload();
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/* Load the BGM. */
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RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
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pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate() );
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Song* pSong = GAMESTATE->m_pCurSong;
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pChain->AddSound( pChain->LoadSound(pSong->GetMusicPath()), 0, 0 );
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LoadAutoplaySoundsInto( pChain );
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vector<RageSoundReader *> apSounds;
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LoadTracks( pSong, m_pSharedSound, m_pPlayerSounds[0], m_pPlayerSounds[1] );
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/* Load autoplay sounds, if any. */
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{
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RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
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pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate() );
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LoadAutoplaySoundsInto( pChain );
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if( pChain->GetNumSounds() > 0 )
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{
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int iIndex = pChain->LoadSound( m_pSharedSound );
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pChain->AddSound( iIndex, 0.0f, 0 );
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pChain->Finish();
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m_pSharedSound = pChain;
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}
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else
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{
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delete pChain;
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}
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}
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m_pSharedSound = new RageSoundReader_PitchChange( m_pSharedSound );
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m_pSharedSound = new RageSoundReader_PostBuffering( m_pSharedSound );
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m_pSharedSound = new RageSoundReader_Pan( m_pSharedSound );
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apSounds.push_back( m_pSharedSound );
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if( m_pPlayerSounds[0] != NULL )
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{
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m_pPlayerSounds[0] = new RageSoundReader_PitchChange( m_pPlayerSounds[0] );
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m_pPlayerSounds[0] = new RageSoundReader_PostBuffering( m_pPlayerSounds[0] );
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m_pPlayerSounds[0] = new RageSoundReader_Pan( m_pPlayerSounds[0] );
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apSounds.push_back( m_pPlayerSounds[0] );
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}
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pChain->Finish();
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if( m_pPlayerSounds[1] != NULL )
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{
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m_pPlayerSounds[1] = new RageSoundReader_PitchChange( m_pPlayerSounds[1] );
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m_pPlayerSounds[1] = new RageSoundReader_PostBuffering( m_pPlayerSounds[1] );
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m_pPlayerSounds[1] = new RageSoundReader_Pan( m_pPlayerSounds[1] );
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apSounds.push_back( m_pPlayerSounds[1] );
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}
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RageSoundReader *pReader = pChain;
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if( GAMESTATE->GetNumPlayersEnabled() == 1 && GAMESTATE->m_MasterPlayerNumber == PLAYER_2 )
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swap( m_pPlayerSounds[PLAYER_1], m_pPlayerSounds[PLAYER_2] );
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pReader = new RageSoundReader_Extend( pReader );
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if( apSounds.size() > 1 )
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{
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RageSoundReader_Merge *pMerge = new RageSoundReader_Merge;
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/* Load a pitch shifter for the whole sound. */
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pReader = new RageSoundReader_PitchChange( pReader );
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pReader = new RageSoundReader_PostBuffering( pReader );
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FOREACH( RageSoundReader *, apSounds, ps )
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pMerge->AddSound( *ps );
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m_sSound.LoadSoundReader( pReader );
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pMerge->Finish( SOUNDMAN->GetDriverSampleRate() );
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m_pChain = pMerge;
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}
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else
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{
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ASSERT( !apSounds.empty() );
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m_pChain = apSounds[0];
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}
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m_sSound.LoadSoundReader( m_pChain );
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}
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void AutoKeysounds::Update( float fDelta )
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@@ -7,7 +7,9 @@
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#include "PlayerNumber.h"
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#include "RageSound.h"
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class RageSoundReader;
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class RageSoundReader_Chain;
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class Song;
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class AutoKeysounds
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{
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public:
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@@ -15,13 +17,19 @@ public:
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void Update( float fDelta );
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void FinishLoading();
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RageSound *GetSound() { return &m_sSound; }
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RageSoundReader *GetSharedSound() { return m_pSharedSound; }
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RageSoundReader *GetPlayerSound( PlayerNumber pn ) { if( pn == PLAYER_INVALID ) return NULL; return m_pPlayerSounds[pn]; }
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protected:
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void LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain );
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static void LoadTracks( const Song *pSong, RageSoundReader *&pGlobal, RageSoundReader *&pPlayer1, RageSoundReader *&pPlayer2 );
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NoteData m_ndAutoKeysoundsOnly[NUM_PLAYERS];
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vector<RageSound> m_vKeysounds;
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RageSound m_sSound;
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RageSoundReader *m_pChain; // owned by m_sSound
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RageSoundReader *m_pPlayerSounds[NUM_PLAYERS]; // owned by m_sSound
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RageSoundReader *m_pSharedSound; // owned by m_sSound
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};
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#endif
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