When in attract and not playing attract sounds, have SOUNDMAN only play sounds with RageSoundParams.m_bCriticalSound == true.
Currently, only the coin sound has RageSoundParams.m_bCriticalSound = true.
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@@ -32,6 +32,7 @@ RageSoundManager::RageSoundManager()
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{
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pos_map_queue.reserve( 1024 );
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m_fMixVolume = 1.0f;
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m_bPlayOnlyCriticalSounds = false;
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}
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void RageSoundManager::Init( CString sDrivers )
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@@ -328,13 +329,20 @@ void RageSoundManager::PlayOnce( CString sPath )
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DeleteSoundWhenFinished( pSound );
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}
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void RageSoundManager::SetPrefs( float fMixVol )
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void RageSoundManager::SetMixVolume( float fMixVol )
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{
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g_SoundManMutex.Lock(); /* lock for access to m_fMixVolume */
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m_fMixVolume = fMixVol;
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g_SoundManMutex.Unlock(); /* finished with m_fMixVolume */
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}
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void RageSoundManager::SetPlayOnlyCriticalSounds( bool bPlayOnlyCriticalSounds )
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{
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g_SoundManMutex.Lock(); /* lock for access to m_bPlayOnlyCriticalSounds */
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m_bPlayOnlyCriticalSounds = bPlayOnlyCriticalSounds;
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g_SoundManMutex.Unlock(); /* finished with m_bPlayOnlyCriticalSounds */
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}
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/* Standalone helpers: */
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void RageSoundManager::AttenuateBuf( int16_t *pBuf, int iSamples, float fVolume )
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{
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