}
(*i)->non_realtime_locate (_transport_frame);
}
-
+ VCAList v = _vca_manager->vcas ();
+ for (VCAList::const_iterator i = v.begin(); i != v.end(); ++i) {
+ (*i)->transport_located (_transport_frame);
+ }
}
if (ptw & PostTransportAdjustCaptureBuffering) {
goto restart;
}
}
+ VCAList v = _vca_manager->vcas ();
+ for (VCAList::const_iterator i = v.begin(); i != v.end(); ++i) {
+ (*i)->transport_located (_transport_frame);
+ }
}
}
(*i)->non_realtime_locate (_transport_frame);
}
}
+ {
+ VCAList v = _vca_manager->vcas ();
+ for (VCAList::const_iterator i = v.begin(); i != v.end(); ++i) {
+ (*i)->transport_located (_transport_frame);
+ }
+ }
_scene_changer->locate (_transport_frame);
}
}
+ {
+ VCAList v = _vca_manager->vcas ();
+ for (VCAList::const_iterator i = v.begin(); i != v.end(); ++i) {
+ (*i)->transport_located (_transport_frame);
+ }
+ }
+
have_looped = false;
/* don't bother with this stuff if we're disconnected from the engine,