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author | Torbjörn Andersson | 2004-02-12 17:31:33 +0000 |
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committer | Torbjörn Andersson | 2004-02-12 17:31:33 +0000 |
commit | a8f8ceee0f14d2dd2c8e2eaf49a6f627b3353adc (patch) | |
tree | 47af280a6f8384dbf5b3cf30188455cbdc0352b9 /sound/audiostream.h | |
parent | 447e8d93869a614dd521644a2df62bf96859007e (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.h | 13 |
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 { |