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