experimental support for per-player sound streams
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@@ -1206,7 +1206,10 @@ void ScreenGameplay::LoadNextSong()
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/* Give SoundEffectControls the new RageSoundReaders. */
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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pi->m_SoundEffectControl.SetSoundReader( m_pSoundMusic->GetSoundReader() );
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RageSoundReader *pPlayerSound = m_AutoKeysounds.GetPlayerSound(pi->m_pn);
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if( pPlayerSound == NULL && pi->m_pn == GAMESTATE->m_MasterPlayerNumber )
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pPlayerSound = m_AutoKeysounds.GetSharedSound();
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pi->m_SoundEffectControl.SetSoundReader( pPlayerSound );
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}
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}
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@@ -2538,7 +2541,9 @@ void ScreenGameplay::HandleMessage( const Message &msg )
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if( !pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_bMuteOnError )
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continue;
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RageSoundReader *pSoundReader = m_pSoundMusic->GetSoundReader();
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RageSoundReader *pSoundReader = m_AutoKeysounds.GetPlayerSound( pn );
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if( pSoundReader == NULL )
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pSoundReader = m_AutoKeysounds.GetSharedSound();
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HoldNoteScore hns;
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msg.GetParam( "HoldNoteScore", hns );
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