experimental support for per-player sound streams

This commit is contained in:
Chris Danford
2007-04-24 05:53:41 +00:00
parent 366bc7cd13
commit e45f16abb7
+7 -2
View File
@@ -1206,7 +1206,10 @@ void ScreenGameplay::LoadNextSong()
/* Give SoundEffectControls the new RageSoundReaders. */
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
pi->m_SoundEffectControl.SetSoundReader( m_pSoundMusic->GetSoundReader() );
RageSoundReader *pPlayerSound = m_AutoKeysounds.GetPlayerSound(pi->m_pn);
if( pPlayerSound == NULL && pi->m_pn == GAMESTATE->m_MasterPlayerNumber )
pPlayerSound = m_AutoKeysounds.GetSharedSound();
pi->m_SoundEffectControl.SetSoundReader( pPlayerSound );
}
}
@@ -2538,7 +2541,9 @@ void ScreenGameplay::HandleMessage( const Message &msg )
if( !pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_bMuteOnError )
continue;
RageSoundReader *pSoundReader = m_pSoundMusic->GetSoundReader();
RageSoundReader *pSoundReader = m_AutoKeysounds.GetPlayerSound( pn );
if( pSoundReader == NULL )
pSoundReader = m_AutoKeysounds.GetSharedSound();
HoldNoteScore hns;
msg.GetParam( "HoldNoteScore", hns );