forked from mia/Aegisub
Use Bind rather than Connect in AudioController
Originally committed to SVN as r5085.
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parent
cf89403a5b
commit
7347c09ac0
1 changed files with 5 additions and 5 deletions
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@ -142,11 +142,11 @@ AudioController::AudioController()
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, playback_mode(PM_NotPlaying)
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, playback_timer(this)
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{
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Connect(playback_timer.GetId(), wxEVT_TIMER, (wxObjectEventFunction)&AudioController::OnPlaybackTimer);
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Bind(wxEVT_TIMER, &AudioController::OnPlaybackTimer, this, playback_timer.GetId());
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#ifdef wxHAS_POWER_EVENTS
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Connect(wxEVT_POWER_SUSPENDED, (wxObjectEventFunction)&AudioController::OnComputerSuspending);
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Connect(wxEVT_POWER_RESUME, (wxObjectEventFunction)&AudioController::OnComputerResuming);
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Bind(wxEVT_POWER_SUSPENDED, &AudioController::OnComputerSuspending, this);
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Bind(wxEVT_POWER_RESUME, &AudioController::OnComputerResuming, this);
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#endif
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}
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@ -164,8 +164,8 @@ void AudioController::OnPlaybackTimer(wxTimerEvent &event)
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if (!player->IsPlaying() ||
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(playback_mode != PM_ToEnd && pos >= player->GetEndPosition()+200))
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{
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// The +200 is to allow the player to end the sound output cleanly, otherwise a popping
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// artifact can sometimes be heard.
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// The +200 is to allow the player to end the sound output cleanly,
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// otherwise a popping artifact can sometimes be heard.
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Stop();
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}
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else
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