play sounds with Sound, not with hardcoded stuff
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@@ -77,7 +77,6 @@ static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
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AutoScreenMessage( SM_PlayCheer )
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AutoScreenMessage( SM_AddBonus )
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AutoScreenMessage( SM_PlayPassSound )
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REGISTER_SCREEN_CLASS( ScreenEvaluation );
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@@ -262,17 +261,7 @@ void ScreenEvaluation::Init()
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//
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// load pass/fail sound
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//
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if( m_bFailed )
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m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") );
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else
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m_sndPassFail.Load( THEME->GetPathS(m_sName, "passed") );
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this->PostScreenMessage( SM_PlayPassSound, 0 );
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this->PostScreenMessage( SM_PlayPassSound, m_bFailed? FAILED_SOUND_TIME:PASSED_SOUND_TIME );
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//
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// load other sounds
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// load sounds
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//
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m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
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@@ -1217,15 +1206,6 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
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{
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EndScreen();
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}
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else if( SM == SM_PlayPassSound )
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{
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m_sndPassFail.Play();
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}
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else if( SM == SM_GoToNextScreen )
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{
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if( m_sndPassFail.IsPlaying() )
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m_sndPassFail.Stop();
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}
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else if( SM == SM_PlayCheer )
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{
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") );
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@@ -120,9 +120,6 @@ protected:
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RageSound m_soundStart; // sound played if the player passes or fails
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// sound effects for other gametypes
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RageSound m_sndPassFail; // sound played if the player passes or fails
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HighScore m_HighScore[NUM_PLAYERS];
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bool m_bSavedScreenshot[NUM_PLAYERS];
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};
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