centralize attract volume

This commit is contained in:
Glenn Maynard
2007-05-03 05:28:46 +00:00
parent 1912eea57c
commit 35a0e18c2f
3 changed files with 14 additions and 10 deletions
+10 -5
View File
@@ -26,10 +26,7 @@ ScreenAttract::ScreenAttract( bool bResetGameState )
void ScreenAttract::Init()
{
if( GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute attract sounds
else
SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds
ScreenAttract::SetAttractVolume( !GAMESTATE->IsTimeToPlayAttractSounds() );
GAMESTATE->VisitAttractScreen( m_sName );
@@ -43,6 +40,14 @@ void ScreenAttract::Input( const InputEventPlus &input )
AttractInput( input, this );
}
void ScreenAttract::SetAttractVolume( bool bInAttract )
{
if( bInAttract )
SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds
else
SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute attract sounds
}
void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuElements *pScreen )
{
if( input.type != IET_FIRST_PRESS )
@@ -74,7 +79,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
if( input.MenuI != MENU_BUTTON_COIN )
SCREENMAN->PlayCoinSound();
SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute attract sounds
SetAttractVolume( false ); // unmute attract sounds
pScreen->Cancel( SM_GoToStartScreen );
break;
default: