@@ -102,10 +102,6 @@ AutoKeysounds::LoadTracks(const Song* pSong,
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RageSoundReader*& pShared,
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RageSoundReader*& pPlayer1)
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{
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- // If we have two players, prefer a three-track sound; otherwise prefer a
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- // two-track sound.
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- // bool bTwoPlayers = GAMESTATE->GetNumPlayersEnabled() == 2;
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-
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pPlayer1 = nullptr ;
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pShared = nullptr ;
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@@ -115,14 +111,6 @@ AutoKeysounds::LoadTracks(const Song* pSong,
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if (!sMusicPath .empty ())
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vsMusicFile.push_back (sMusicPath );
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- FOREACH_ENUM (InstrumentTrack, it)
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- {
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- if (it == InstrumentTrack_Guitar)
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- continue ;
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- if (pSong->HasInstrumentTrack (it))
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- vsMusicFile.push_back (pSong->GetInstrumentTrackPath (it));
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- }
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-
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vector<RageSoundReader*> vpSounds;
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FOREACH (RString, vsMusicFile, s)
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{
@@ -156,19 +144,6 @@ AutoKeysounds::LoadTracks(const Song* pSong,
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pShared = pSongReader;
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}
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- if (pSong->HasInstrumentTrack (InstrumentTrack_Guitar)) {
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- RString sError ;
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- RageSoundReader* pGuitarTrackReader =
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- RageSoundReader_FileReader::OpenFile (
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- pSong->GetInstrumentTrackPath (InstrumentTrack_Guitar), sError );
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- // Load the buffering filter before the effects filters, so effects
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- // aren't delayed.
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- pGuitarTrackReader = new RageSoundReader_Extend (pGuitarTrackReader);
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- pGuitarTrackReader =
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- new RageSoundReader_ThreadedBuffer (pGuitarTrackReader);
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- pPlayer1 = pGuitarTrackReader;
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- }
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-
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return ;
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}
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