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Remove unused SoundManager::stopSound overload
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0ff5e9bfb9
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@ -163,9 +163,6 @@ namespace MWBase
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virtual void stopSound(const MWWorld::CellStore *cell) = 0;
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///< Stop all sounds for the given cell.
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virtual void stopSound(const std::string& soundId) = 0;
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///< Stop a non-3d looping sound
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virtual void fadeOutSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float duration) = 0;
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///< Fade out given sound (that is already playing) of given object
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///< @param reference Reference to object, whose sound is faded out
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@ -767,17 +767,6 @@ namespace MWSound
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}
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}
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void SoundManager::stopSound(const std::string& soundId)
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{
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if(!mOutput->isInitialized())
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return;
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Sound_Buffer *sfx = lookupSound(Misc::StringUtils::lowerCase(soundId));
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if (!sfx) return;
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stopSound(sfx, MWWorld::ConstPtr());
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}
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void SoundManager::stopSound3D(const MWWorld::ConstPtr &ptr, const std::string& soundId)
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{
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if(!mOutput->isInitialized())
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@ -233,9 +233,6 @@ namespace MWSound
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virtual void stopSound(const MWWorld::CellStore *cell);
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///< Stop all sounds for the given cell.
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virtual void stopSound(const std::string& soundId);
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///< Stop a non-3d looping sound
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virtual void fadeOutSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float duration);
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///< Fade out given sound (that is already playing) of given object
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///< @param reference Reference to object, whose sound is faded out
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