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.
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@@ -887,8 +887,6 @@ float RageSound::GetAbsoluteVolume() const
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{
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{
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float f = m_Param.m_Volume;
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float f = m_Param.m_Volume;
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f *= SOUNDMAN->GetMixVolume();
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f *= SOUNDMAN->GetMixVolume();
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if( SOUNDMAN->GetPlayOnlyCriticalSounds() && !m_Param.m_bIsCriticalSound )
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f *= 0;
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return f;
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return f;
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}
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}
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@@ -915,6 +913,8 @@ RageTimer RageSound::GetStartTime() const
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void RageSound::SetParams( const RageSoundParams &p )
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void RageSound::SetParams( const RageSoundParams &p )
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{
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{
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m_Param = p;
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m_Param = p;
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if( !m_Param.m_bIsCriticalSound && SOUNDMAN->GetPlayOnlyCriticalSounds() )
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m_Param.m_Volume = 0;
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}
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}
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RageSoundParams::StopMode_t RageSound::GetStopMode() const
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RageSoundParams::StopMode_t RageSound::GetStopMode() const
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