make SOUND handle ScreenGameplay's music
This commit is contained in:
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user