This commit is contained in:
Glenn Maynard
2002-12-21 07:37:34 +00:00
parent 6c2dd97e71
commit bbc7c98a68
4 changed files with 4 additions and 21 deletions
@@ -7,6 +7,9 @@
#include <mmsystem.h>
#include <dsound.h>
#pragma comment(lib, "dsound.lib")
#pragma comment(lib, "dxguid.lib")
DSound::DSound()
{
HRESULT hr;
@@ -19,9 +19,6 @@
RageSoundManager *SOUNDMAN = NULL;
#pragma comment(lib, "dsound.lib")
#pragma comment(lib, "dxguid.lib")
const int channels = 2;
const int samplesize = 2 * channels; /* 16-bit */
const int samplerate = 44100;
@@ -2,15 +2,6 @@
#include "RageSoundDriver_DSound_Software.h"
#include "DSoundHelpers.h"
/* Known problems:
*
* Skips between screen changes in the software mixer. This is because we use
* a smaller buffer. The hardware mixer uses a larger buffer, so the CPU used
* loading the new screen isn't a problem. We can't just stop sounds; we want
* music to keep playing while we're between screens. Throw a few SDL_Sleep(0)s
* in strategic places?
*/
#include "../../RageTimer.h"
#include "../../RageLog.h"
#include "../../RageSound.h"
@@ -1,15 +1,7 @@
#include "../../stdafx.h"
#include "RageSoundDriver_WaveOut.h"
// #include "DSoundHelpers.h"
/* Known problems:
*
* Skips between screen changes in the software mixer. This is because we use
* a smaller buffer. The hardware mixer uses a larger buffer, so the CPU used
* loading the new screen isn't a problem. We can't just stop sounds; we want
* music to keep playing while we're between screens. Throw a few SDL_Sleep(0)s
* in strategic places?
*/
#pragma comment(lib, "winmm.lib")
#include "../../RageTimer.h"
#include "../../RageLog.h"