SOUNDMAN -> SOUND

RageSoundManager.h -> RageSounds.h
This commit is contained in:
Glenn Maynard
2003-07-26 22:53:22 +00:00
parent beca62eee1
commit 3aea7c8a3e
13 changed files with 66 additions and 66 deletions
+6 -6
View File
@@ -24,7 +24,7 @@
#include "InputMapper.h"
#include "ThemeManager.h"
#include "SDL_utils.h"
#include "RageSoundManager.h"
#include "RageSounds.h"
#define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen")
@@ -47,11 +47,11 @@ ScreenAttract::ScreenAttract( CString sClassName ) : Screen( sClassName )
m_Out.Load( THEME->GetPathToB("ScreenAttract out") );
this->AddChild( &m_Out );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) );
m_soundStart.Load( THEME->GetPathToS("Common start") );
SOUNDMAN->PlayMusic( THEME->GetPathToS(m_sName + " music") ); // DO loop. -Chris
SOUND->PlayMusic( THEME->GetPathToS(m_sName + " music") );
GAMESTATE->m_bPlayersCanJoin = true;
@@ -96,10 +96,10 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
// fall through
case COIN_HOME:
case COIN_FREE:
SOUNDMAN->StopMusic();
SOUND->StopMusic();
/* We already played the it was a coin was inserted. Don't play it again. */
if( MenuI.button != MENU_BUTTON_COIN )
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common coin") );
SOUND->PlayOnce( THEME->GetPathToS("Common coin") );
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
@@ -152,7 +152,7 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
/* But if you don't stop it, for screens that have their own unique
* music, it will constantly loop even after the screen has gone on
* to the next attract screen. -- Miryokuteki */
SOUNDMAN->PlayMusic( "" );
SOUND->PlayMusic( "" );
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}