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.
This commit is contained in:
Chris Danford
2005-10-04 06:51:06 +00:00
parent 7cb3a12722
commit 15880eafd6
13 changed files with 30 additions and 15 deletions
+3
View File
@@ -14,6 +14,7 @@
#include "GameSoundManager.h"
#include "CommonMetrics.h"
#include "InputEventPlus.h"
#include "RageSoundManager.h"
#define START_SCREEN(sScreenName) THEME->GetMetric (sScreenName,"StartScreen")
@@ -26,6 +27,7 @@ ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : ScreenWith
GAMESTATE->Reset();
GAMESTATE->VisitAttractScreen( sName );
SOUNDMAN->SetPlayOnlyCriticalSounds( GAMESTATE->IsTimeToPlayAttractSounds() ); // mute attract sounds
}
@@ -70,6 +72,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
SCREENMAN->PlayCoinSound();
pScreen->Cancel( SM_GoToStartScreen );
SOUNDMAN->SetPlayOnlyCriticalSounds( false ); // unmute attract sounds
break;
default:
ASSERT(0);