make SOUND handle ScreenGameplay's music

This commit is contained in:
Glenn Maynard
2004-01-20 06:08:56 +00:00
parent 614b3d6f3d
commit 42e0413e0f
6 changed files with 25 additions and 35 deletions
+3 -2
View File
@@ -19,6 +19,7 @@
#include "ScreenAttract.h" // for AttractInput()
#include "ScreenManager.h"
#include "RageSoundManager.h"
#include "RageSounds.h"
#define SHOW_RANDOM_MODIFIERS THEME->GetMetricF("ScreenDemonstration","SecondsToShow")
@@ -102,7 +103,7 @@ void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventTyp
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
m_soundMusic.Stop();
SOUND->StopMusic();
if( !GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
@@ -123,7 +124,7 @@ void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
m_Out.StartTransitioning( SM_GoToNextScreen );
return;
case SM_GoToNextScreen:
m_soundMusic.Stop();
SOUND->StopMusic();
if( !GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on