cleanup: don't cast bool to int
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@@ -162,12 +162,16 @@ public:
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};
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};
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bool RageSound::Load( CString sSoundFilePath, int precache )
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bool RageSound::Load( CString sSoundFilePath )
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{
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{
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LOG->Trace( "RageSound::LoadSound( '%s' )", sSoundFilePath.c_str() );
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/* Automatically determine whether to precache */
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/* TODO: Hook this up to a pref? */
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return Load( sSoundFilePath, false );
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}
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if(precache == 2)
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bool RageSound::Load( CString sSoundFilePath, bool precache )
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precache = false;
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{
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LOG->Trace( "RageSound::LoadSound( '%s', %d )", sSoundFilePath.c_str(), precache );
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CString error;
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CString error;
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SoundReader *pSound = SoundReader_FileReader::OpenFile( sSoundFilePath, error );
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SoundReader *pSound = SoundReader_FileReader::OpenFile( sSoundFilePath, error );
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@@ -75,23 +75,25 @@ public:
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RageSound(const RageSound &cpy);
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RageSound(const RageSound &cpy);
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RageSound &operator=( const RageSound &cpy );
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RageSound &operator=( const RageSound &cpy );
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/* If cache == true (1), we'll preload the entire file into memory if
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/* If cache == true, we'll preload the entire file into memory if
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* it's small enough. If this is done, a large number of copies of the
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* it's small enough. If this is done, a large number of copies of the
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* sound can be played without much performance penalty. This is useful
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* sound can be played without much performance penalty. This is useful
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* for BM (keyed sounds), and for rapidly-repeating sound effects, such
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* for BM (keyed sounds), and for rapidly-repeating sound effects, such
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* as the music wheel.
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* as the music wheel.
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*
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*
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* If cache == false (0), we'll never preload the file (always stream
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* If cache == false, we'll never preload the file (always stream
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* it). This makes loads much faster.
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* it). This makes loads much faster.
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*
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*
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* If cache is 2 (the default), it means "don't care". Currently, this
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* means false; this may become a preference.
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*
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* If the file failed to load, false is returned, Error() is set
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* If the file failed to load, false is returned, Error() is set
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* and a null sample will be loaded. (This makes failed loads nonfatal;
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* and a null sample will be loaded. (This makes failed loads nonfatal;
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* they can be ignored most of the time, so we continue to work if a file
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* they can be ignored most of the time, so we continue to work if a file
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* is broken or missing.) */
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* is broken or missing.) */
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bool Load(CString fn, int precache = 2);
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bool Load( CString fn, bool bPrecache );
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/*
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* Using this version means the "don't care" about caching. Currently,
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* this always will not cache the sound; this may become a preference.
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*/
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bool Load( CString fn );
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/* Load a SoundReader that you've set up yourself. Sample rate conversion will
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/* Load a SoundReader that you've set up yourself. Sample rate conversion will
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* be set up only if needed. Doesn't fail. */
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* be set up only if needed. Doesn't fail. */
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