Playback enable/disable for attack and mine sounds
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@@ -593,11 +593,13 @@ void Player::Update( float fDeltaTime )
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// if the Player doesn't show anything on the screen.
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if( HasVisibleParts() )
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{
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if( m_pPlayerState->m_bAttackBeganThisUpdate )
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m_soundAttackLaunch.Play();
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if( m_pPlayerState->m_bAttackEndedThisUpdate )
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m_soundAttackEnding.Play();
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if( PREFSMAN->m_bEnableAttackSoundPlayback )
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{
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if( m_pPlayerState->m_bAttackBeganThisUpdate )
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m_soundAttackLaunch.Play();
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if( m_pPlayerState->m_bAttackEndedThisUpdate )
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m_soundAttackEnding.Play();
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}
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if( m_pNoteField )
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m_pNoteField->Update( fDeltaTime );
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@@ -2289,7 +2291,10 @@ void Player::UpdateJudgedRows()
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if( tn.iKeysoundIndex >= 0 && tn.iKeysoundIndex < (int) m_vKeysounds.size() )
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setSounds.insert( &m_vKeysounds[tn.iKeysoundIndex] );
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else
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setSounds.insert( &m_soundMine );
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{
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if( PREFSMAN->m_bEnableMineSoundPlayback )
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setSounds.insert( &m_soundMine );
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}
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ChangeLife( tn.result.tns );
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if( m_pScoreDisplay )
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@@ -229,6 +229,9 @@ PrefsManager::PrefsManager() :
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m_bTrilinearFiltering ( "TrilinearFiltering", false ),
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m_bAnisotropicFiltering ( "AnisotropicFiltering", false ),
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m_bEnableAttackSoundPlayback ( "EnableAttackSounds", true ),
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m_bEnableMineSoundPlayback ( "EnableMineHitSound", true ),
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m_bSignProfileData ( "SignProfileData", false ),
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m_CourseSortOrder ( "CourseSortOrder", COURSE_SORT_SONGS ),
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m_bSubSortByNumSteps ( "SubSortByNumSteps", false ),
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@@ -186,6 +186,10 @@ public:
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Preference<bool> m_bCelShadeModels;
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Preference<bool> m_bPreferredSortUsesGroups;
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// Options to enable/disable the playback of attack start/end sounds, and mine hit sounds
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Preference<bool> m_bEnableAttackSoundPlayback;
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Preference<bool> m_bEnableMineSoundPlayback;
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// Number of seconds it takes for a button on the controller to release
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// after pressed.
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Preference<float> m_fPadStickSeconds;
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