BSoftSynth: Also look for softsynth in B_SYSTEM_SETTINGS_DIRECTORY and B_SYNTH_DIRECTORY.
Note that this will probably we changed again as we introduce a setting file to locate the softsynth.
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@@ -25,7 +25,7 @@
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using namespace BPrivate;
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using namespace BPrivate;
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const static char* kSynthFileName = "synth.sf2";
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const static char* kSynthFileName = "synth/synth.sf2";
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struct ReverbSettings {
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struct ReverbSettings {
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double room, damp, width, level;
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double room, damp, width, level;
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@@ -105,7 +105,19 @@ BSoftSynth::SetDefaultInstrumentsFile()
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// in the user settings directory
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// in the user settings directory
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BPath path;
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BPath path;
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if (find_directory(B_USER_SETTINGS_DIRECTORY, &path, false, NULL) == B_OK) {
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if (find_directory(B_USER_SETTINGS_DIRECTORY, &path, false, NULL) == B_OK) {
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path.Append("/synth/");
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path.Append(kSynthFileName);
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if (BEntry(path.Path()).Exists())
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return SetInstrumentsFile(path.Path());
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}
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// Then in the system settings directory
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if (find_directory(B_SYSTEM_SETTINGS_DIRECTORY, &path, false, NULL) == B_OK) {
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path.Append(kSynthFileName);
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if (BEntry(path.Path()).Exists())
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return SetInstrumentsFile(path.Path());
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}
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if (find_directory(B_SYNTH_DIRECTORY, &path, false, NULL) == B_OK) {
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path.Append(kSynthFileName);
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path.Append(kSynthFileName);
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if (BEntry(path.Path()).Exists())
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if (BEntry(path.Path()).Exists())
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return SetInstrumentsFile(path.Path());
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return SetInstrumentsFile(path.Path());
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