SOUNDMAN -> SOUND
RageSoundManager.h -> RageSounds.h
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@@ -38,7 +38,7 @@
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#include "ActorUtil.h"
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#include "NoteSkinManager.h"
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#include "RageTextureManager.h"
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#include "RageSoundManager.h"
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#include "RageSounds.h"
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#include "CombinedLifeMeterEnemy.h"
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#include "CombinedLifeMeterTug.h"
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#include "Inventory.h"
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@@ -895,7 +895,7 @@ bool ScreenGameplay::IsTimeToPlayTicks() const
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// will start coming out the speaker. Compensate for this by boosting
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// fPositionSeconds ahead
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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fPositionSeconds += (SOUNDMAN->GetPlayLatency()+(float)G_TICK_EARLY_SECONDS) * m_soundMusic.GetPlaybackRate();
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fPositionSeconds += (SOUND->GetPlayLatency()+(float)G_TICK_EARLY_SECONDS) * m_soundMusic.GetPlaybackRate();
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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@@ -935,7 +935,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( m_bFirstUpdate )
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{
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay intro") ); // crowd cheer
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay intro") ); // crowd cheer
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//
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// Get the transitions rolling
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@@ -1217,7 +1217,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT) )
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{
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m_DancingState = STATE_OUTRO;
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SOUNDMAN->PlayOnce( THEME->GetPathToS("Common back") );
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SOUND->PlayOnce( THEME->GetPathToS("Common back") );
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/* Hmm. There are a bunch of subtly different ways we can
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* tween out:
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* 1. Keep rendering the song, and keep it moving. This might
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@@ -1575,7 +1575,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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TweenOffScreen();
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m_Extra.StartTransitioning( SM_GoToStateAfterCleared );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay extra") );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay extra") );
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}
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else
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{
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@@ -1603,7 +1603,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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break;
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}
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
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}
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}
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}
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@@ -1802,7 +1802,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SET_XY( m_textSurviveTime );
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}
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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break;
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case SM_GoToScreenAfterFail:
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