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authorTorbjörn Andersson2004-02-12 17:31:33 +0000
committerTorbjörn Andersson2004-02-12 17:31:33 +0000
commita8f8ceee0f14d2dd2c8e2eaf49a6f627b3353adc (patch)
tree47af280a6f8384dbf5b3cf30188455cbdc0352b9 /sound/audiostream.h
parent447e8d93869a614dd521644a2df62bf96859007e (diff)
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Removed now obsolete getSamplesPlayed() function. It was only ever used for
the Broken Sword cutscenes, where it didn't work very well, and was never fully implemented. svn-id: r12832
Diffstat (limited to 'sound/audiostream.h')
-rw-r--r--sound/audiostream.h13
1 files changed, 0 insertions, 13 deletions
diff --git a/sound/audiostream.h b/sound/audiostream.h
index 0dde9a61b5..97822c0c26 100644
--- a/sound/audiostream.h
+++ b/sound/audiostream.h
@@ -74,19 +74,6 @@ public:
/** Sample rate of the stream. */
virtual int getRate() const = 0;
-
- /**
- * This function returns the number of samples that were delivered to
- * the mixer which is a rough estimate of how moch time of the stream
- * has been played.
- * The exact value is not available as it needs information from the
- * audio device on how many samples have been already played
- * As our buffer is relatively short the estimate is exact enough
- * The return -1 is kind of a hack as this function is only required
- * for the video audio sync in the bs2 cutscenes I am to lazy to
- * implement it for all subclasses
- */
- virtual int getSamplesPlayed() const { return -1; }
};
class AppendableAudioStream : public AudioStream {