More fixes for dsound playing code and a bit for spectrum rendering
Originally committed to SVN as r732.
This commit is contained in:
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9babda0720
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2 changed files with 11 additions and 13 deletions
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@ -534,11 +534,7 @@ void AudioDisplay::DrawSpectrum(wxDC &finaldc,bool weak) {
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spectrumDisplay = new wxBitmap(imgobj);
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spectrumDisplay = new wxBitmap(imgobj);
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}
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}
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if (hasSel && selStartCap < selEndCap &&
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if (hasSel && selStartCap < selEndCap && !spectrumDisplaySelected) {
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((selStartCap > Position && selStartCap < Position+w) ||
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(selEndCap > Position && selEndCap < Position+w) ||
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(selStartCap < Position && selEndCap > Position+w)) &&
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!spectrumDisplaySelected) {
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// There is a visible selection and we don't have a rendered one
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// There is a visible selection and we don't have a rendered one
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// This should be done regardless whether we're "weak" or not
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// This should be done regardless whether we're "weak" or not
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// Assume a few things were already set up when things were first rendered though
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// Assume a few things were already set up when things were first rendered though
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@ -295,8 +295,10 @@ void DirectSoundPlayer::Stop(bool timerToo) {
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offset = 0;
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offset = 0;
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// Close event handle
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// Close event handle
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if (notificationEvent)
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if (notificationEvent) {
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CloseHandle(notificationEvent);
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CloseHandle(notificationEvent);
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notificationEvent = 0;
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}
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// Stop timer
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// Stop timer
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if (timerToo && displayTimer) {
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if (timerToo && displayTimer) {
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