SOUNDMAN -> SOUND

RageSoundManager.h -> RageSounds.h
This commit is contained in:
Glenn Maynard
2003-07-26 23:05:16 +00:00
parent 101d49085f
commit fe489cd281
43 changed files with 130 additions and 128 deletions
+7 -7
View File
@@ -38,7 +38,7 @@
#include "ActorUtil.h"
#include "NoteSkinManager.h"
#include "RageTextureManager.h"
#include "RageSoundManager.h"
#include "RageSounds.h"
#include "CombinedLifeMeterEnemy.h"
#include "CombinedLifeMeterTug.h"
#include "Inventory.h"
@@ -895,7 +895,7 @@ bool ScreenGameplay::IsTimeToPlayTicks() const
// will start coming out the speaker. Compensate for this by boosting
// fPositionSeconds ahead
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += (SOUNDMAN->GetPlayLatency()+(float)G_TICK_EARLY_SECONDS) * m_soundMusic.GetPlaybackRate();
fPositionSeconds += (SOUND->GetPlayLatency()+(float)G_TICK_EARLY_SECONDS) * m_soundMusic.GetPlaybackRate();
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
@@ -935,7 +935,7 @@ void ScreenGameplay::Update( float fDeltaTime )
if( m_bFirstUpdate )
{
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay intro") ); // crowd cheer
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay intro") ); // crowd cheer
//
// Get the transitions rolling
@@ -1217,7 +1217,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT) )
{
m_DancingState = STATE_OUTRO;
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common back") );
SOUND->PlayOnce( THEME->GetPathToS("Common back") );
/* Hmm. There are a bunch of subtly different ways we can
* tween out:
* 1. Keep rendering the song, and keep it moving. This might
@@ -1575,7 +1575,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
TweenOffScreen();
m_Extra.StartTransitioning( SM_GoToStateAfterCleared );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay extra") );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay extra") );
}
else
{
@@ -1603,7 +1603,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
break;
}
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
}
}
}
@@ -1802,7 +1802,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
SET_XY( m_textSurviveTime );
}
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
break;
case SM_GoToScreenAfterFail: