play sounds with Sound, not with hardcoded stuff

This commit is contained in:
Glenn Maynard
2005-08-31 23:23:24 +00:00
parent f900d77c2d
commit 2d5f2e089c
2 changed files with 1 additions and 24 deletions
+1 -21
View File
@@ -77,7 +77,6 @@ static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
AutoScreenMessage( SM_PlayCheer )
AutoScreenMessage( SM_AddBonus )
AutoScreenMessage( SM_PlayPassSound )
REGISTER_SCREEN_CLASS( ScreenEvaluation );
@@ -262,17 +261,7 @@ void ScreenEvaluation::Init()
//
// load pass/fail sound
//
if( m_bFailed )
m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") );
else
m_sndPassFail.Load( THEME->GetPathS(m_sName, "passed") );
this->PostScreenMessage( SM_PlayPassSound, 0 );
this->PostScreenMessage( SM_PlayPassSound, m_bFailed? FAILED_SOUND_TIME:PASSED_SOUND_TIME );
//
// load other sounds
// load sounds
//
m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
@@ -1217,15 +1206,6 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
{
EndScreen();
}
else if( SM == SM_PlayPassSound )
{
m_sndPassFail.Play();
}
else if( SM == SM_GoToNextScreen )
{
if( m_sndPassFail.IsPlaying() )
m_sndPassFail.Stop();
}
else if( SM == SM_PlayCheer )
{
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") );
-3
View File
@@ -120,9 +120,6 @@ protected:
RageSound m_soundStart; // sound played if the player passes or fails
// sound effects for other gametypes
RageSound m_sndPassFail; // sound played if the player passes or fails
HighScore m_HighScore[NUM_PLAYERS];
bool m_bSavedScreenshot[NUM_PLAYERS];
};