use RSM->PlayMusic for music. This fixes credits and menu music
playing into the attract.
This commit is contained in:
@@ -54,8 +54,7 @@ ScreenAttract::ScreenAttract( CString sMetricName, CString sElementName )
|
||||
|
||||
m_soundStart.Load( THEME->GetPathTo("Sounds","menu start") );
|
||||
|
||||
m_soundMusic.Load( THEME->GetPathTo("Sounds",m_sElementName + " music") );
|
||||
m_soundMusic.Play();
|
||||
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sElementName + " music"), false );
|
||||
|
||||
GAMESTATE->m_bPlayersCanJoin = true;
|
||||
|
||||
@@ -101,7 +100,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
|
||||
break;
|
||||
case MENU_BUTTON_COIN:
|
||||
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
|
||||
m_soundMusic.Stop();
|
||||
SOUNDMAN->music->StopPlaying();
|
||||
::Sleep( 200 ); // do a little pause, like the arcade does
|
||||
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
|
||||
break;
|
||||
@@ -116,7 +115,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
|
||||
// fall through
|
||||
case PrefsManager::COIN_FREE:
|
||||
case PrefsManager::COIN_HOME:
|
||||
m_soundMusic.Stop();
|
||||
SOUNDMAN->music->StopPlaying();
|
||||
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
|
||||
::Sleep( 200 ); // do a little pause, like the arcade does
|
||||
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
|
||||
@@ -145,6 +144,11 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
|
||||
m_Fade.CloseWipingRight( SM_GoToNextScreen );
|
||||
break;
|
||||
case SM_GoToNextScreen:
|
||||
/* XXX: Look at the def of the screen we're going to; if it has a
|
||||
* music theme element and it's the same as the one we're playing
|
||||
* now, don't stop. (However, if we're going to interrupt it
|
||||
* when we fade in, it's cleaner to stop it before we fade out.) */
|
||||
SOUNDMAN->PlayMusic( "" );
|
||||
SCREENMAN->SetNewScreen( NEXT_SCREEN );
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -40,8 +40,6 @@ protected:
|
||||
BGAnimation m_Background;
|
||||
TransitionFade m_Fade;
|
||||
RandomSample m_soundStart;
|
||||
|
||||
RageSound m_soundMusic;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -122,8 +122,6 @@ ScreenTitleMenu::ScreenTitleMenu()
|
||||
for( int i=0; i<NUM_TITLE_MENU_CHOICES; i++ )
|
||||
LoseFocus( i );
|
||||
GainFocus( m_TitleMenuChoice );
|
||||
|
||||
m_soundMusic.Stop();
|
||||
|
||||
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","title menu music") );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user