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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-06-06 08:41:02 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-06-06 08:41:02 +0000 |
commit | b272c672d0fb3857f760bf39d3571028919c14b0 (patch) | |
tree | 6170f2efeff84ec05dffc6e4732e30f2117779ed /src/screens | |
parent | 30454df1f1b18fc672daf2f5498691266040fbca (diff) | |
download | usdx-b272c672d0fb3857f760bf39d3571028919c14b0.tar.gz usdx-b272c672d0fb3857f760bf39d3571028919c14b0.tar.xz usdx-b272c672d0fb3857f760bf39d3571028919c14b0.zip |
- Now on sing-screen entry a check is performed if mics are assigned to all players. If not an error popup is displayed (but the sing-screen does not abort).
- Player 1 is not assigned to the first detected audio device anymore
- Previously the auto-detected one might have been a non-mic port of the internal sound card like mono or stereo mix
- If the user has singstar mics he does not have to check for other automatically assigned devices for player 1 what caused many problems in the past
-> Providing no default might be better (and the user can check the input volume, too)
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2449 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/screens')
-rw-r--r-- | src/screens/UScreenSing.pas | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/src/screens/UScreenSing.pas b/src/screens/UScreenSing.pas index 67855e77..aa32dd4a 100644 --- a/src/screens/UScreenSing.pas +++ b/src/screens/UScreenSing.pas @@ -370,6 +370,8 @@ var Color: TRGB; VideoFile, BgFile: IPath; success: boolean; + PlayerState: TBooleanDynArray; + BadPlayer: integer; begin inherited; @@ -585,6 +587,14 @@ begin LyricsState.TotalTime := AudioPlayback.Length; LyricsState.UpdateBeats(); + BadPlayer := AudioInputProcessor.CheckPlayersConfig(PlayersPlay, PlayerState); + if (BadPlayer <> 0) then + begin + ScreenPopupError.ShowPopup( + Format(Language.Translate('ERROR_PLAYER_NO_DEVICE_ASSIGNMENT'), + [BadPlayer])); + end; + // prepare and start voice-capture AudioInput.CaptureStart; |