cleanup
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@@ -7,6 +7,9 @@
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#include <mmsystem.h>
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#include <dsound.h>
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#pragma comment(lib, "dsound.lib")
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#pragma comment(lib, "dxguid.lib")
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DSound::DSound()
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{
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HRESULT hr;
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@@ -19,9 +19,6 @@
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RageSoundManager *SOUNDMAN = NULL;
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#pragma comment(lib, "dsound.lib")
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#pragma comment(lib, "dxguid.lib")
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const int channels = 2;
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const int samplesize = 2 * channels; /* 16-bit */
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const int samplerate = 44100;
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@@ -2,15 +2,6 @@
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#include "RageSoundDriver_DSound_Software.h"
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#include "DSoundHelpers.h"
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/* Known problems:
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*
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* Skips between screen changes in the software mixer. This is because we use
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* a smaller buffer. The hardware mixer uses a larger buffer, so the CPU used
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* loading the new screen isn't a problem. We can't just stop sounds; we want
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* music to keep playing while we're between screens. Throw a few SDL_Sleep(0)s
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* in strategic places?
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*/
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#include "../../RageTimer.h"
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#include "../../RageLog.h"
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#include "../../RageSound.h"
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@@ -1,15 +1,7 @@
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#include "../../stdafx.h"
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#include "RageSoundDriver_WaveOut.h"
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// #include "DSoundHelpers.h"
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/* Known problems:
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*
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* Skips between screen changes in the software mixer. This is because we use
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* a smaller buffer. The hardware mixer uses a larger buffer, so the CPU used
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* loading the new screen isn't a problem. We can't just stop sounds; we want
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* music to keep playing while we're between screens. Throw a few SDL_Sleep(0)s
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* in strategic places?
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*/
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#pragma comment(lib, "winmm.lib")
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#include "../../RageTimer.h"
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#include "../../RageLog.h"
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