From shakesoda's fork: port PLAY_CRITICAL.
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+12
-31
@@ -829,41 +829,22 @@ void ScreenManager::ZeroNextUpdate()
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DISPLAY->ResetStats();
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}
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void ScreenManager::PlayInvalidSound()
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{
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RageSoundParams p;
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p.m_bIsCriticalSound = true;
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m_soundInvalid.Play( &p );
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/** @brief Offer a quick way to play any critical sound. */
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#define PLAY_CRITICAL(snd) \
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{ \
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RageSoundParams p; \
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p.m_bIsCriticalSound = true; \
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snd.Play(&p); \
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}
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/* Always play these sounds, even if we're in a silent attract loop. */
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void ScreenManager::PlayStartSound()
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{
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RageSoundParams p;
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p.m_bIsCriticalSound = true;
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m_soundStart.Play( &p );
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}
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void ScreenManager::PlayInvalidSound() { PLAY_CRITICAL(m_soundInvalid); }
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void ScreenManager::PlayStartSound() { PLAY_CRITICAL(m_soundStart); }
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void ScreenManager::PlayCoinSound() { PLAY_CRITICAL(m_soundCoin); }
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void ScreenManager::PlayCancelSound() { PLAY_CRITICAL(m_soundCancel); }
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void ScreenManager::PlayScreenshotSound() { PLAY_CRITICAL(m_soundScreenshot); }
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void ScreenManager::PlayCoinSound()
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{
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RageSoundParams p;
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p.m_bIsCriticalSound = true;
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m_soundCoin.Play( &p );
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}
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void ScreenManager::PlayCancelSound()
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{
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RageSoundParams p;
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p.m_bIsCriticalSound = true;
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m_soundCancel.Play( &p );
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}
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void ScreenManager::PlayScreenshotSound()
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{
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RageSoundParams p;
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p.m_bIsCriticalSound = true;
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m_soundScreenshot.Play( &p );
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}
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#undef PLAY_CRITICAL
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void ScreenManager::PlaySharedBackgroundOffCommand()
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{
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