diff --git a/apps/openmw/mwbase/soundmanager.hpp b/apps/openmw/mwbase/soundmanager.hpp index cc933d4bb..81b54c566 100644 --- a/apps/openmw/mwbase/soundmanager.hpp +++ b/apps/openmw/mwbase/soundmanager.hpp @@ -163,9 +163,6 @@ namespace MWBase virtual void stopSound(const MWWorld::CellStore *cell) = 0; ///< Stop all sounds for the given cell. - virtual void stopSound(const std::string& soundId) = 0; - ///< Stop a non-3d looping sound - virtual void fadeOutSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float duration) = 0; ///< Fade out given sound (that is already playing) of given object ///< @param reference Reference to object, whose sound is faded out diff --git a/apps/openmw/mwsound/soundmanagerimp.cpp b/apps/openmw/mwsound/soundmanagerimp.cpp index 36dbad1d5..79cff8bf0 100644 --- a/apps/openmw/mwsound/soundmanagerimp.cpp +++ b/apps/openmw/mwsound/soundmanagerimp.cpp @@ -767,23 +767,12 @@ namespace MWSound } } - void SoundManager::stopSound(const std::string& soundId) - { - if(!mOutput->isInitialized()) - return; - - Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId)); - if (!sfx) return; - - stopSound(sfx, MWWorld::ConstPtr()); - } - void SoundManager::stopSound3D(const MWWorld::ConstPtr &ptr, const std::string& soundId) { if(!mOutput->isInitialized()) return; - Sound_Buffer *sfx = loadSound(Misc::StringUtils::lowerCase(soundId)); + Sound_Buffer *sfx = lookupSound(Misc::StringUtils::lowerCase(soundId)); if (!sfx) return; stopSound(sfx, ptr); diff --git a/apps/openmw/mwsound/soundmanagerimp.hpp b/apps/openmw/mwsound/soundmanagerimp.hpp index 3974bf479..be457ae38 100644 --- a/apps/openmw/mwsound/soundmanagerimp.hpp +++ b/apps/openmw/mwsound/soundmanagerimp.hpp @@ -237,9 +237,6 @@ namespace MWSound virtual void stopSound(const MWWorld::CellStore *cell); ///< Stop all sounds for the given cell. - virtual void stopSound(const std::string& soundId); - ///< Stop a non-3d looping sound - virtual void fadeOutSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float duration); ///< Fade out given sound (that is already playing) of given object ///< @param reference Reference to object, whose sound is faded out