add AttractSoundFrequency option

remove AttractSound and DemonstrationSound options
This commit is contained in:
Chris Danford
2003-12-28 19:46:50 +00:00
parent 625b25b050
commit 5aa2a3dff4
8 changed files with 37 additions and 21 deletions
+3 -3
View File
@@ -73,7 +73,7 @@ ScreenDemonstration::ScreenDemonstration( CString sName ) : ScreenJukebox( sName
m_DancingState = STATE_DANCING;
this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
if( !PREFSMAN->m_bDemonstrationSound )
if( !GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetPrefs( 0 ); // slient
}
@@ -103,7 +103,7 @@ void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventTyp
break; // don't fall through
m_soundMusic.Stop();
if( !PREFSMAN->m_bDemonstrationSound )
if( !GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
break;
@@ -124,7 +124,7 @@ void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
return;
case SM_GoToNextScreen:
m_soundMusic.Stop();
if( !PREFSMAN->m_bDemonstrationSound )
if( !GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
GAMESTATE->Reset();