diff --git a/stepmania/src/GameSoundManager.cpp b/stepmania/src/GameSoundManager.cpp index 0ddaaefadf..bf3f1f61fd 100644 --- a/stepmania/src/GameSoundManager.cpp +++ b/stepmania/src/GameSoundManager.cpp @@ -205,7 +205,7 @@ static void StartMusic( MusicToPlay &ToPlay ) /* GetPlayLatency returns the minimum time until a sound starts. That's * common when starting a precached sound, but our sound isn't, so it'll * probably take a little longer. Nudge the latency up. */ - const float fPresumedLatency = SOUND->GetPlayLatency() + 0.040f; + const float fPresumedLatency = SOUNDMAN->GetPlayLatency() + 0.040f; const float fCurSecond = GAMESTATE->m_fMusicSeconds + fPresumedLatency; const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTimeNoOffset( fCurSecond ); @@ -715,11 +715,6 @@ void GameSoundManager::PlayOnceFromAnnouncer( RString sPath ) g_Mutex->Unlock(); } -float GameSoundManager::GetPlayLatency() const -{ - return SOUNDMAN->GetPlayLatency(); -} - float GameSoundManager::GetPlayerBalance( PlayerNumber pn ) { /* If two players are active, play sounds on each players' side. */ diff --git a/stepmania/src/GameSoundManager.h b/stepmania/src/GameSoundManager.h index eec6f193fb..ed47baf4a6 100644 --- a/stepmania/src/GameSoundManager.h +++ b/stepmania/src/GameSoundManager.h @@ -33,7 +33,6 @@ public: void PlayOnceFromDir( RString sDir ); void PlayOnceFromAnnouncer( RString sFolderName ); - float GetPlayLatency() const; void HandleSongTimer( bool on=true ); float GetFrameTimingAdjustment( float fDeltaTime );