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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@@ -812,6 +812,7 @@ void ScreenManager::PlayCoinSound()
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{
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RageSoundParams p;
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p.m_Volume = PREFSMAN->m_fSoundVolume;
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p.m_bIsCriticalSound = true;
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m_soundCoin.Play( &p );
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}
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