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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
if (m_IsInMultiplayerMode) { RegisterMusicEvent(-1, MUSIC_SILENCE, NULL, seconds); }
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result = m_MusicChannelGroup->stop();
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}
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-
if (result != FMOD_OK) {
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-
g_ConsoleMan.PrintString("ERROR: Could not set play silence as specified in music queue, when trying to play next stream: " + std::string(FMOD_ErrorString(result)));
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-
}
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+
if (result != FMOD_OK) { g_ConsoleMan.PrintString("ERROR: Could not set play silence as specified in music queue, when trying to play next stream: " + std::string(FMOD_ErrorString(result))); }
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} else {
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// Loop music if it's the last track in the playlist, otherwise just go to the next one
g_ConsoleMan.PrintString("ERROR: Failed to start playing sounds from SoundContainer " + soundContainer->GetPresetName() + " after setting it up: " + std::string(FMOD_ErrorString(result)));
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}
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if (result != FMOD_OK) { g_ConsoleMan.PrintString("ERROR: Failed to start playing sounds from SoundContainer " + soundContainer->GetPresetName() + " after setting it up: " + std::string(FMOD_ErrorString(result))); }
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+
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soundContainer->AddPlayingChannel(channelIndex);
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// Now that the sound is playing we can register an event with the SoundContainer's channels, which can be used by clients to identify the sound being played.
@@ -447,10 +444,7 @@ namespace RTE {
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result = m_AudioSystem->getChannel((*channelIterator), &soundChannel);
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++channelIterator; // NOTE - stopping the sound will remove the channel, screwing things up if we don't move to the next iterator preemptively
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result = (result == FMOD_OK) ? soundChannel->stop() : result;
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if (result != FMOD_OK) {
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g_ConsoleMan.PrintString("Error: Failed to stop playing channel in SoundContainer " + soundContainer->GetPresetName() + ": " + std::string(FMOD_ErrorString(result)));
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}
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-
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if (result != FMOD_OK) { g_ConsoleMan.PrintString("Error: Failed to stop playing channel in SoundContainer " + soundContainer->GetPresetName() + ": " + std::string(FMOD_ErrorString(result))); }
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