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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@@ -215,7 +215,7 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
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if( m_iChangeMask & OPT_APPLY_SOUND )
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{
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SOUNDMAN->SetPrefs( PREFSMAN->GetSoundVolume() );
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SOUNDMAN->SetMixVolume( PREFSMAN->GetSoundVolume() );
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}
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if( m_iChangeMask & OPT_APPLY_SONG )
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