don't load multiple copies of "common start" or "common invalid" sound

This commit is contained in:
Chris Danford
2004-05-01 23:28:53 +00:00
parent df5cd5e813
commit 6590bd2d48
39 changed files with 37 additions and 79 deletions
+2 -2
View File
@@ -192,7 +192,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
if ( DeviceI.device == DEVICE_KEYBOARD && (DeviceI.button >= SDLK_F1 && DeviceI.button <= SDLK_F12) )
{
m_textError.SetText( "That key can not be mapped." );
SOUND->PlayOnce( THEME->GetPathToS("Common invalid" ) );
SCREENMAN->PlayInvalidSound();
m_textError.StopTweening();
m_textError.SetDiffuse( RageColor(0,1,0,1) );
m_textError.BeginTweening( 3 );
@@ -263,7 +263,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
case SDLK_ESCAPE: /* Quit the screen. */
if(!IsTransitioning())
{
SOUND->PlayOnce( THEME->GetPathToS("Common start") );
SCREENMAN->PlayStartSound();
StartTransitioning( SM_GoToNextScreen );
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
m_Line[b].Command( (b%2)? ODD_LINE_OUT:EVEN_LINE_OUT );