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() void ScreenAttract::Init()
{ {
if( GAMESTATE->IsTimeToPlayAttractSounds() ) ScreenAttract::SetAttractVolume( !GAMESTATE->IsTimeToPlayAttractSounds() );
SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute attract sounds
else
SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds
GAMESTATE->VisitAttractScreen( m_sName ); GAMESTATE->VisitAttractScreen( m_sName );
@@ -43,6 +40,14 @@ void ScreenAttract::Input( const InputEventPlus &input )
AttractInput( input, this ); 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 ) void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuElements *pScreen )
{ {
if( input.type != IET_FIRST_PRESS ) if( input.type != IET_FIRST_PRESS )
@@ -74,7 +79,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
if( input.MenuI != MENU_BUTTON_COIN ) if( input.MenuI != MENU_BUTTON_COIN )
SCREENMAN->PlayCoinSound(); SCREENMAN->PlayCoinSound();
SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute attract sounds SetAttractVolume( false ); // unmute attract sounds
pScreen->Cancel( SM_GoToStartScreen ); pScreen->Cancel( SM_GoToStartScreen );
break; break;
default: default:
+1
View File
@@ -15,6 +15,7 @@ public:
static void AttractInput( const InputEventPlus &input, ScreenWithMenuElements *pScreen ); static void AttractInput( const InputEventPlus &input, ScreenWithMenuElements *pScreen );
static void GoToStartScreen( RString sScreenName ); static void GoToStartScreen( RString sScreenName );
static void SetAttractVolume( bool bInAttract );
virtual void Input( const InputEventPlus &input ); virtual void Input( const InputEventPlus &input );
virtual void HandleScreenMessage( const ScreenMessage SM ); virtual void HandleScreenMessage( const ScreenMessage SM );
+3 -5
View File
@@ -10,7 +10,7 @@
#include "GameSoundManager.h" #include "GameSoundManager.h"
#include "GameManager.h" #include "GameManager.h"
#include "Style.h" #include "Style.h"
#include "ScreenAttract.h"
#define SECONDS_TO_SHOW THEME->GetMetricF(m_sName,"SecondsToShow") #define SECONDS_TO_SHOW THEME->GetMetricF(m_sName,"SecondsToShow")
#define ALLOW_STYLE_TYPES THEME->GetMetric (m_sName,"AllowStyleTypes") #define ALLOW_STYLE_TYPES THEME->GetMetric (m_sName,"AllowStyleTypes")
@@ -19,15 +19,13 @@ REGISTER_SCREEN_CLASS( ScreenDemonstration );
ScreenDemonstration::ScreenDemonstration() ScreenDemonstration::ScreenDemonstration()
{ {
m_bDemonstration = true; m_bDemonstration = true;
if( GAMESTATE->IsTimeToPlayAttractSounds() ) ScreenAttract::SetAttractVolume( !GAMESTATE->IsTimeToPlayAttractSounds() );
SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute attract sounds
else
SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds
} }
void ScreenDemonstration::Init() void ScreenDemonstration::Init()
{ {
GAMESTATE->Reset(); GAMESTATE->Reset();
GAMESTATE->VisitAttractScreen( m_sName );
// Choose a Style // Choose a Style
{ {