Apply m_bIsCriticalSound permanently on play, so we don't start playing previously

muted sounds when GetPlayOnlyCriticalSounds changes.  Fixes background music
playing for a split second in some sound drivers when start is pressed during attract.
This commit is contained in:
Glenn Maynard
2005-10-04 07:35:35 +00:00
parent f88e38a788
commit 643da8e2ce
+2 -2
View File
@@ -887,8 +887,6 @@ float RageSound::GetAbsoluteVolume() const
{
float f = m_Param.m_Volume;
f *= SOUNDMAN->GetMixVolume();
if( SOUNDMAN->GetPlayOnlyCriticalSounds() && !m_Param.m_bIsCriticalSound )
f *= 0;
return f;
}
@@ -915,6 +913,8 @@ RageTimer RageSound::GetStartTime() const
void RageSound::SetParams( const RageSoundParams &p )
{
m_Param = p;
if( !m_Param.m_bIsCriticalSound && SOUNDMAN->GetPlayOnlyCriticalSounds() )
m_Param.m_Volume = 0;
}
RageSoundParams::StopMode_t RageSound::GetStopMode() const