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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@@ -14,6 +14,7 @@
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#include "GameSoundManager.h"
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#include "CommonMetrics.h"
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#include "InputEventPlus.h"
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#include "RageSoundManager.h"
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#define START_SCREEN(sScreenName) THEME->GetMetric (sScreenName,"StartScreen")
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@@ -26,6 +27,7 @@ ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : ScreenWith
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GAMESTATE->Reset();
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GAMESTATE->VisitAttractScreen( sName );
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SOUNDMAN->SetPlayOnlyCriticalSounds( GAMESTATE->IsTimeToPlayAttractSounds() ); // mute attract sounds
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}
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@@ -70,6 +72,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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SCREENMAN->PlayCoinSound();
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pScreen->Cancel( SM_GoToStartScreen );
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SOUNDMAN->SetPlayOnlyCriticalSounds( false ); // unmute attract sounds
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break;
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default:
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ASSERT(0);
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