Moving selection over roulette or section header doesn't stop previous sample music.

This commit is contained in:
Chris Danford
2002-10-02 16:56:09 +00:00
parent 8ca696c739
commit 29e7a8c19a
4 changed files with 12 additions and 31 deletions
+2 -18
View File
@@ -37,7 +37,6 @@
// MusicWheel stuff
#define FADE_SECONDS THEME->GetMetricF("MusicWheel","FadeSeconds")
#define SWITCH_SECONDS THEME->GetMetricF("MusicWheel","SwitchSeconds")
#define SAMPLE_MUSIC_DELAY THEME->GetMetricF("MusicWheel","SampleMusicDelay")
#define ROULETTE_SWITCH_SECONDS THEME->GetMetricF("MusicWheel","RouletteSwitchSeconds")
#define ROULETTE_SLOW_DOWN_SWITCHES THEME->GetMetricI("MusicWheel","RouletteSlowDownSwitches")
#define LOCKED_INITIAL_VELOCITY THEME->GetMetricF("MusicWheel","LockedInitialVelocity")
@@ -299,8 +298,6 @@ MusicWheel::MusicWheel()
m_soundLocked.Load( THEME->GetPathTo("Sounds","select music wheel locked") );
m_fTimeLeftBeforePlayMusicSample = 0;
// init m_mapGroupNameToBannerColor
CArray<Song*, Song*> arraySongs;
@@ -761,13 +758,6 @@ void MusicWheel::Update( float fDeltaTime )
NextMusic( false ); // spin as fast as possible
}
if( m_fTimeLeftBeforePlayMusicSample > 0 )
{
m_fTimeLeftBeforePlayMusicSample -= fDeltaTime;
if( m_fTimeLeftBeforePlayMusicSample < 0 )
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
}
// update wheel state
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState <= 0 ) // time to go to a new state
@@ -836,11 +826,9 @@ void MusicWheel::Update( float fDeltaTime )
}
break;
case STATE_FLYING_ON_AFTER_NEXT_SORT:
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input
break;
case STATE_TWEENING_ON_SCREEN:
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
m_fTimeLeftInState = 0;
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
@@ -943,7 +931,7 @@ void MusicWheel::Update( float fDeltaTime )
if( m_fPositionOffsetFromSelection < 0 )
{
m_fPositionOffsetFromSelection = 0;
m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
// m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
}
}
else if( m_fPositionOffsetFromSelection < 0 )
@@ -952,7 +940,7 @@ void MusicWheel::Update( float fDeltaTime )
if( m_fPositionOffsetFromSelection > 0 )
{
m_fPositionOffsetFromSelection = 0;
m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
// m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
}
}
}
@@ -971,8 +959,6 @@ void MusicWheel::PrevMusic( bool bSendSongChangedMessage )
if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is busy spinning
return;
m_fTimeLeftBeforePlayMusicSample = 0;
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC:
@@ -1016,8 +1002,6 @@ void MusicWheel::NextMusic( bool bSendSongChangedMessage )
if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is very busy spinning
return;
m_fTimeLeftBeforePlayMusicSample = 0;
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC: