Seperate the QuickTime sound drivers into two classes.

One (working atm) class for a single Sound Manager channel.
One (not working atm) class for multiple Sound Manager channels.
This commit is contained in:
Steve Checkoway
2003-07-09 05:26:33 +00:00
parent fc88d69fca
commit e8d718383e
6 changed files with 436 additions and 373 deletions
+8 -9
View File
@@ -76,18 +76,17 @@ RageSoundDriver *MakeRageSoundDriver(CString drivers)
#ifdef RAGE_SOUND_QT
if(!DriversToTry[i].CompareNoCase("QT")) ret = new RageSound_QT;
#endif
/*#ifdef RAGE_SOUND_SDL
if(!DriversToTry[i].CompareNoCase("SDL")) ret = new RageSound_SDL;
#endif*/
if(!DriversToTry[i].CompareNoCase("Null")) ret = new RageSound_Null;
if( !ret )
LOG->Warn("Unknown sound driver name: %s", DriversToTry[i].c_str());
}
catch(const RageException &e) {
#ifdef RAGE_SOUND_QT1
if(!DriversToTry[i].CompareNoCase("QT1")) ret = new RageSound_QT1;
#endif
if(!DriversToTry[i].CompareNoCase("Null")) ret = new RageSound_Null;
if( !ret )
LOG->Warn("Unknown sound driver name: %s", DriversToTry[i].c_str());
} catch(const RageException &e) {
LOG->Info("Couldn't load driver %s: %s", DriversToTry[i].c_str(), e.what());
}
}
if(ret)
LOG->Info("Sound driver: %s", Driver.c_str());