sdlplayer refactoring
This commit is contained in:
@@ -20,6 +20,7 @@
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#include "configfile.h"
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#include "gametablestylereader.h"
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#include "gamelobbydialogimpl.h"
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#include "soundevents.h"
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#include <iostream>
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@@ -82,7 +83,7 @@ void ChatTools::receiveMessage(QString playerName, QString message, bool pm)
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tempMsg = QString("<span style=\"font-weight:bold; color:red;\">"+message+"</span>");
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//play beep sound only in INET-lobby-chat
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if(myLobby->isVisible() && myConfig->readConfigInt("PlayLobbyChatNotification")) {
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myLobby->getMyW()->getMySDLPlayer()->playSound("lobbychatnotify",0);
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myLobby->getMyW()->getMySoundEventHandler()->playSound("lobbychatnotify",0);
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}
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} else if(message.contains(myNick, Qt::CaseInsensitive)) {
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@@ -92,7 +93,7 @@ void ChatTools::receiveMessage(QString playerName, QString message, bool pm)
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//play beep sound only in INET-lobby-chat
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// TODO dont play when message is from yourself
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if(myLobby->isVisible() && myConfig->readConfigInt("PlayLobbyChatNotification")) {
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myLobby->getMyW()->getMySDLPlayer()->playSound("lobbychatnotify",0);
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myLobby->getMyW()->getMySoundEventHandler()->playSound("lobbychatnotify",0);
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}
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}
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break;
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@@ -27,6 +27,7 @@
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#include "game_defs.h"
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#include <net/socket_msg.h>
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#include "mymessagedialogimpl.h"
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#include "soundevents.h"
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using namespace std;
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@@ -969,9 +970,9 @@ void gameLobbyDialogImpl::addConnectedPlayer(unsigned playerId, QString playerNa
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if(this->isVisible() && inGame && myConfig->readConfigInt("PlayNetworkGameNotification")) {
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if(treeWidget_connectedPlayers->topLevelItemCount() < treeWidget_connectedPlayers->headerItem()->data(0, Qt::UserRole).toInt()) {
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myW->getMySDLPlayer()->playSound("playerconnected", 0);
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myW->getMySoundEventHandler()->playSound("playerconnected", 0);
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} else {
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myW->getMySDLPlayer()->playSound("onlinegameready", 0);
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myW->getMySoundEventHandler()->playSound("onlinegameready", 0);
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showAutoStartTimer();
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}
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}
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@@ -29,7 +29,6 @@
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#include <gamedata.h>
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#include "createinternetgamedialogimpl.h"
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#include "sdlplayer.h"
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#include "gametableimpl.h"
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#include <map>
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@@ -75,8 +75,7 @@ gameTableImpl::gameTableImpl(ConfigFile *c, QMainWindow *parent)
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setupUi(this);
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//Sound
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mySDLPlayer = new SDLPlayer(myConfig);
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//Sound
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mySoundEventHandler = new SoundEvents(myConfig);
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// Init game table style
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@@ -839,10 +838,6 @@ void gameTableImpl::applySettings(settingsDialogImpl* mySettingsDialog)
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refreshGroupbox();
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provideMyActions();
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}
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// Re-init audio.
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mySDLPlayer->initAudio();
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mySDLPlayer->closeAudio();
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}
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void gameTableImpl::initGui(int speed)
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@@ -1169,7 +1164,7 @@ void gameTableImpl::refreshAction(int playerID, int playerAction)
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//play sounds if exist
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if(myConfig->readConfigInt("PlayGameActions"))
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mySDLPlayer->playSound(actionArray[playerAction].toStdString(), playerID);
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mySoundEventHandler->playSound(actionArray[playerAction].toStdString(), playerID);
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}
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if (playerAction == 1) { // FOLD
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@@ -53,8 +53,6 @@ class myMessageDialogImpl;
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class GameTableStyleReader;
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class CardDeckStyleReader;
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class SDLPlayer;
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class SoundEvents;
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enum SeatState { SEAT_UNDEFINED, SEAT_ACTIVE, SEAT_AUTOFOLD, SEAT_STAYONTABLE, SEAT_CLEAR };
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@@ -70,9 +68,6 @@ public:
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boost::shared_ptr<Session> getSession();
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SDLPlayer* getMySDLPlayer() const {
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return mySDLPlayer;
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}
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SoundEvents* getMySoundEventHandler() const {
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return mySoundEventHandler;
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}
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@@ -427,7 +422,6 @@ private:
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myMessageDialogImpl *myUniversalMessageDialog;
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//Sound
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SDLPlayer *mySDLPlayer;
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SoundEvents *mySoundEventHandler;
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QString myAppDataPath;
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@@ -17,6 +17,7 @@
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*****************************************************************************/
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#include "mytimeoutlabel.h"
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#include "gametableimpl.h"
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#include "soundevents.h"
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using namespace std;
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@@ -95,7 +96,7 @@ void MyTimeoutLabel::nextTimeOutAnimationFrame()
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if(timeOutFrame > waitFrames) {
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//play beep after waitFrames one time
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if(isBeep && !isBeepPlayed) {
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myW->getMySDLPlayer()->playSound("yourturn",0);
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myW->getMySoundEventHandler()->playSound("yourturn",0);
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isBeepPlayed = TRUE;
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}
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//save gfx ressources and never play more the 10 pps
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@@ -23,7 +23,6 @@
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#include <QtGui>
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#include <QtCore>
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#include <third_party/boost/timers.hpp>
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#include "sdlplayer.h"
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class gameTableImpl;
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@@ -29,11 +29,13 @@ using namespace std;
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SDLPlayer::SDLPlayer(ConfigFile *c)
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#ifndef ANDROID
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//: sound(NULL), soundData(NULL), currentChannel(0) , audioEnabled(0), myConfig(c)
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: sound(NULL), soundData(NULL), currentChannel(0), audioEnabled(FALSE), myConfig(c)
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#endif
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{
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#ifndef ANDROID
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// myAppDataPath = QString::fromUtf8(myConfig->readConfigString("AppDataDir").c_str());
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myAppDataPath = QString::fromUtf8(myConfig->readConfigString("AppDataDir").c_str());
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SDL_Init(SDL_INIT_AUDIO);
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initAudio();
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#endif
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}
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@@ -42,128 +44,120 @@ SDLPlayer::~SDLPlayer()
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{
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#ifndef ANDROID
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closeAudio();
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SDL_Quit();
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#endif
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}
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void SDLPlayer::initAudio()
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{
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#ifndef ANDROID
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SDL_Init(SDL_INIT_AUDIO);
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qDebug() << "SDL_Init()";
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// if (!audioEnabled && myConfig->readConfigInt("PlaySoundEffects")) {
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// int audio_rate = 44100;
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// Uint16 audio_format = AUDIO_S16; /* 16-bit stereo */
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// int audio_channels = 2;
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// int audio_buffers = 4096;
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// sound = NULL;
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if (!audioEnabled && myConfig->readConfigInt("PlaySoundEffects")) {
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int audio_rate = 44100;
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Uint16 audio_format = AUDIO_S16; /* 16-bit stereo */
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int audio_channels = 2;
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int audio_buffers = 4096;
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sound = NULL;
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// if( Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) == 0) {
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// Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
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// audioEnabled = 1;
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// }
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// else {
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// qDebug() << "Mix_OpenAudio() was not successfull, no sound possible :(";
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// }
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// }
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if( Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) == 0) {
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Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
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audioEnabled = 1;
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qDebug() << "Mix_OpenAudio()";
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}
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else {
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qDebug() << "Mix_OpenAudio() was not successfull, no sound possible :(";
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}
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}
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#endif
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}
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void SDLPlayer::playSound(string audioString, int playerID)
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{
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#ifndef ANDROID
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initAudio();
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// if(audioEnabled && myConfig->readConfigInt("PlaySoundEffects")) {
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if(audioEnabled && myConfig->readConfigInt("PlaySoundEffects")) {
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// QFile myFile(myAppDataPath + "sounds/default/" + QString::fromStdString(audioString)+".wav");
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QFile myFile(myAppDataPath + "sounds/default/" + QString::fromStdString(audioString)+".wav");
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// if(myFile.open(QIODevice::ReadOnly)) {
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if(myFile.open(QIODevice::ReadOnly)) {
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// //set 3d position for player
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// int position = 0;
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// int distance = 0;
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//set 3d position for player
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int position = 0;
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int distance = 0;
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// switch (playerID) {
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switch (playerID) {
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// case 0: {
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// position = 180;
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// distance = 10;
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// }
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// break;
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// case 1: {
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// position = 281;
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// distance = 50;
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// }
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// break;
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// case 2: {
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// position = 315;
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// distance = 120;
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// }
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// break;
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// case 3: {
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// position = 338;
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// distance = 160;
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// }
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// break;
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// case 4: {
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// position = 23;
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// distance = 160;
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// }
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// break;
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// case 5: {
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// position = 45;
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// distance = 120;
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// }
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// break;
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// case 6: {
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// position = 79;
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// distance = 50;
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// }
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// break;
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// default: {
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// position = 0;
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// distance = 0;
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// }
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// break;
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// }
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case 0: {
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position = 180;
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distance = 10;
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}
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break;
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case 1: {
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position = 281;
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distance = 50;
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}
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break;
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case 2: {
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position = 315;
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distance = 120;
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}
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break;
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case 3: {
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position = 338;
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distance = 160;
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}
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break;
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case 4: {
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position = 23;
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distance = 160;
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}
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break;
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case 5: {
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position = 45;
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distance = 120;
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}
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break;
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case 6: {
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position = 79;
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distance = 50;
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}
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break;
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default: {
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position = 0;
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distance = 0;
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}
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break;
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}
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// QDataStream in(&myFile);
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// soundData = new Uint8[(int)myFile.size()];
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// in.readRawData( (char*)soundData, (int)myFile.size() );
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// sound = Mix_QuickLoad_WAV(soundData);
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QDataStream in(&myFile);
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soundData = new Uint8[(int)myFile.size()];
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in.readRawData( (char*)soundData, (int)myFile.size() );
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sound = Mix_QuickLoad_WAV(soundData);
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// // set channel 0 to settings volume
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// Mix_Volume(-1,myConfig->readConfigInt("SoundVolume")*10);
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// set channel 0 to settings volume
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Mix_Volume(-1,myConfig->readConfigInt("SoundVolume")*10);
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// // set 3d effect
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// if(!Mix_SetPosition(0, position, distance)) {
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// printf("Mix_SetPosition: %s\n", Mix_GetError());
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// // no position effect, is it ok?
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// }
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// currentChannel = Mix_PlayChannel(-1, sound,0);
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// }
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// //TESTING: release audio after every sound when there is no other sound currently played
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if(SDL_GetAudioStatus() != SDL_AUDIO_PLAYING) {
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closeAudio();
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// set 3d effect
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if(!Mix_SetPosition(0, position, distance)) {
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printf("Mix_SetPosition: %s\n", Mix_GetError());
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// no position effect, is it ok?
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}
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currentChannel = Mix_PlayChannel(-1, sound,0);
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}
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// }
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}
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#endif
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}
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void SDLPlayer::closeAudio()
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{
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#ifndef ANDROID
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// if(audioEnabled) {
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// Mix_HaltChannel(currentChannel);
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// Mix_FreeChunk(sound);
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// sound = NULL;
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// delete[] soundData;
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// soundData = NULL;
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// Mix_CloseAudio();
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// audioEnabled = false;
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// }
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SDL_Quit();
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qDebug() << "SDL_Quit()";
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if(audioEnabled) {
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Mix_HaltChannel(currentChannel);
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Mix_FreeChunk(sound);
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sound = NULL;
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delete[] soundData;
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soundData = NULL;
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Mix_CloseAudio();
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qDebug() << "Mix_CloseAudio()";
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audioEnabled = false;
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}
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#endif
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}
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@@ -31,7 +31,7 @@
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#endif
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#endif
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// struct Mix_Chunk;
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struct Mix_Chunk;
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/**
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@author FThauer FHammer <webmaster@pokerth.net>
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@@ -52,14 +52,13 @@ public:
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private:
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#ifndef ANDROID
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// Mix_Chunk *sound;
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Mix_Chunk *sound;
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unsigned char *soundData;
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int currentChannel;
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bool audioEnabled;
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bool audioEnabled;
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ConfigFile *myConfig;
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QString myAppDataPath;
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#endif
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};
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@@ -45,3 +45,9 @@ void SoundEvents::newGameStarts()
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{
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newGameNow = true;
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}
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//HACK until playSound is done by events
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void SoundEvents::playSound(std::string audioString, int playerID)
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{
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mySDLPlayer->playSound(audioString, playerID);
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}
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@@ -1,6 +1,8 @@
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#ifndef SOUNDEVENTS_H
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#define SOUNDEVENTS_H
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#include <string>
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class SDLPlayer;
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class ConfigFile;
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class SoundEvents
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@@ -11,6 +13,7 @@ public:
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void blindsWereSet(int sB);
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void newGameStarts();
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void playSound(std::string audioString, int playerID);
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private:
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SDLPlayer *mySDLPlayer;
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@@ -20,6 +20,7 @@
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#include "session.h"
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#include "configfile.h"
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#include "chattools.h"
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#include "soundevents.h"
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#include <net/socket_msg.h>
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startNetworkGameDialogImpl::startNetworkGameDialogImpl(startWindowImpl *parent, ConfigFile *config)
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@@ -93,9 +94,9 @@ void startNetworkGameDialogImpl::addConnectedPlayer(unsigned playerId, QString p
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if(this->isVisible() && myConfig->readConfigInt("PlayNetworkGameNotification")) {
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if(treeWidget->topLevelItemCount() < info.data.maxNumberOfPlayers) {
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myW->getMySDLPlayer()->playSound("playerconnected", 0);
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myW->getMySoundEventHandler()->playSound("playerconnected", 0);
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} else {
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myW->getMySDLPlayer()->playSound("onlinegameready", 0);
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myW->getMySoundEventHandler()->playSound("onlinegameready", 0);
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}
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}
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@@ -26,7 +26,6 @@
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#include <QtGui>
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#include <QtCore>
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#include "sdlplayer.h"
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#include "gametableimpl.h"
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class Session;
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