Added MuteActions preference checking to RageSound::PlayCopy. Modified ActorSound and GameSoundManager::PlayOnce to take is_action args. Fixed doc for playcommand to mention the param table.
This commit is contained in:
@@ -4,6 +4,12 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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2015/04/08
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----------
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* [ActorSound] IsAction attribute added. get/set_is_action functions added.
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[kyzentun]
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* [GameSoundManager] is_action arg added to PlayOnce. [kyzentun]
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2015/04/06
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----------
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* [global] rec_print_children and rec_print_table lua functions added to
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@@ -1237,8 +1237,8 @@ save yourself some time, copy this for undocumented things:
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<Function name='play' return='void' arguments=''>
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Starts the Actor's movement. (Usually used for Sprites or Models.)
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</Function>
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<Function name='playcommand' return='void' arguments='string sCommandName'>
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Plays a command named <code>sCommandName</code>.
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<Function name='playcommand' return='void' arguments='string sCommandName, table params'>
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Plays a command named <code>sCommandName</code>. <code>params</code> is passed to the command as an argument if it is a table.
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</Function>
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<Function name='player' theme='_fallback' return='void' arguments='PlayerNumber p'>
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[02 Actor.lua] Sets the visibility of the Actor based on <code>p</code> being a human player.
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@@ -1802,11 +1802,15 @@ save yourself some time, copy this for undocumented things:
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<Description>
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This Actor represents a playable sound. There are two attributes that can be set on load.<br />
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* <code>SupportPan</code> - Let the sound pan from side to side.<br />
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* <code>SupportRateChanging</code> - Let the sound change rate and pitch.
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* <code>SupportRateChanging</code> - Let the sound change rate and pitch.<br />
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* <code>IsAction</code> - If true, the sound is an action sound, and will be muted if the MuteActions preference is turned on.
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</Description>
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<Function name='get' return='RageSound' arguments=''>
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Returns the <Link class='RageSound' /> that can be played by this Actor.
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</Function>
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<Function name='get_is_action' return='bool' arguments=''>
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Returns whether the sound is an action.
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</Function>
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<Function name='load' return='void' arguments='string sPath'>
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Loads the sound at <code>sPath</code>.
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</Function>
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@@ -1819,6 +1823,9 @@ save yourself some time, copy this for undocumented things:
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<Function name='playforplayer' theme='_fallback' return='void' arguments='PlayerNumber pn'>
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[02 Sound.lua] Plays the sound on the given player's side. You must set <code>SupportPan = true</code> on load.
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</Function>
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<Function name='set_is_action' return='' arguments='bool is_action'>
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Sets whether the sound is an action.
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</Function>
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<Function name='stop' return='void' arguments=''>
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Stops the sound.
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</Function>
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@@ -2460,8 +2467,8 @@ save yourself some time, copy this for undocumented things:
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tells the sound manager to apply the current music rate. If <code>alignBeat</code>
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is true or nil, the length is automatically adjusted to cover an integer number of beats.
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</Function>
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<Function name='PlayOnce' return='void' arguments='string sPath'>
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Play the sound at <code>sPath</code> one time.
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<Function name='PlayOnce' return='void' arguments='string sPath, bool is_action'>
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Play the sound at <code>sPath</code> one time. <code>is_action</code> is optional, if it is true, the sound is an action sound, and will be muted if the MuteActions preference is turned on.
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</Function>
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<Function name='StopMusic' return='void' arguments='void'>
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Stops the music.
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@@ -4,6 +4,7 @@ return Def.ActorFrame {
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OnCommand=cmd(diffuse,color("0,0,0,0.5");sleep,5/60;diffusealpha,1;sleep,5/60);
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};
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LoadActor(THEME:GetPathS("_Screen","cancel")) .. {
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IsAction= true,
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StartTransitioningCommand=cmd(play);
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};
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};
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@@ -83,7 +83,7 @@ local function input(event)
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if not heart_entries[pn] then return end
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local done= heart_entries[pn]:handle_input(event.GameButton)
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if done then
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SOUND:PlayOnce(THEME:GetPathS("Common", "Start"))
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SOUND:PlayOnce(THEME:GetPathS("Common", "Start"), true)
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local all_done= true
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for pn, entry in pairs(heart_entries) do
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if not entry.done then all_done= false break end
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@@ -243,7 +243,7 @@ local function exit_screen()
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local profile_id= GAMESTATE:GetEditLocalProfileID()
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PROFILEMAN:SaveLocalProfile(profile_id)
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SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToNextScreen")
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SOUND:PlayOnce(THEME:GetPathS("Common", "Start"))
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SOUND:PlayOnce(THEME:GetPathS("Common", "Start"), true)
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end
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local function input(event)
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@@ -300,12 +300,15 @@ local t = Def.ActorFrame {
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};
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-- sounds
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LoadActor( THEME:GetPathS("Common","start") )..{
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IsAction= true,
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StartButtonMessageCommand=cmd(play);
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};
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LoadActor( THEME:GetPathS("Common","cancel") )..{
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IsAction= true,
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BackButtonMessageCommand=cmd(play);
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};
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LoadActor( THEME:GetPathS("Common","value") )..{
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IsAction= true,
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DirectionButtonMessageCommand=cmd(play);
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};
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};
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+9
-1
@@ -14,7 +14,7 @@ void ActorSound::Load( const RString &sPath )
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void ActorSound::Play()
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{
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m_Sound.Play(false);
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m_Sound.Play(m_is_action);
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}
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void ActorSound::Pause( bool bPause )
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@@ -32,6 +32,7 @@ void ActorSound::LoadFromNode( const XNode* pNode )
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RageSoundLoadParams params;
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pNode->GetAttrValue("SupportPan", params.m_bSupportPan);
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pNode->GetAttrValue("SupportRateChanging", params.m_bSupportRateChanging);
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pNode->GetAttrValue("IsAction", m_is_action);
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bool bPrecache = true;
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pNode->GetAttrValue( "Precache", bPrecache );
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@@ -55,6 +56,12 @@ public:
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static int pause( T* p, lua_State *L ) { p->Pause(BArg(1)); COMMON_RETURN_SELF; }
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static int stop( T* p, lua_State *L ) { p->Stop(); COMMON_RETURN_SELF; }
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static int get( T* p, lua_State *L ) { p->PushSound( L ); return 1; }
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static int set_is_action(T* p, lua_State* L)
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{
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p->m_is_action= BArg(1);
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COMMON_RETURN_SELF;
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}
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DEFINE_METHOD(get_is_action, m_is_action);
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LunaActorSound()
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{
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@@ -63,6 +70,7 @@ public:
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ADD_METHOD( pause );
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ADD_METHOD( stop );
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ADD_METHOD( get );
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ADD_GET_SET_METHODS(is_action);
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}
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};
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@@ -7,6 +7,9 @@
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class ActorSound: public Actor
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{
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public:
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ActorSound()
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:m_is_action(false)
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{}
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virtual ~ActorSound() { }
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virtual ActorSound *Copy() const;
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@@ -17,6 +20,8 @@ public:
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void LoadFromNode( const XNode* pNode );
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void PushSound( lua_State *L ) { m_Sound.PushSelf( L ); }
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bool m_is_action;
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//
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// Lua
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//
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@@ -800,6 +800,10 @@ public:
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static int PlayOnce( T* p, lua_State *L )
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{
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RString sPath = SArg(1);
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if(lua_toboolean(L, 2) && PREFSMAN->m_MuteActions)
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{
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COMMON_RETURN_SELF;
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}
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p->PlayOnce( sPath );
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COMMON_RETURN_SELF;
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}
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@@ -165,6 +165,8 @@ public:
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#define ADD_METHOD( method_name ) \
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AddMethod( #method_name, method_name )
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#define ADD_GET_SET_METHODS(method_name) \
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ADD_METHOD(get_##method_name); ADD_METHOD(set_##method_name);
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#define LUA_REGISTER_NAMESPACE( T ) \
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static void Register##T( lua_State *L ) { luaL_register( L, #T, T##Table ); lua_pop( L, 1 ); } \
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+6
-2
@@ -406,7 +406,7 @@ void RageSound::Play(bool is_action, const RageSoundParams *pParams)
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if( IsPlaying() )
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{
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PlayCopy( pParams );
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PlayCopy(is_action, pParams);
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return;
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}
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@@ -416,8 +416,12 @@ void RageSound::Play(bool is_action, const RageSoundParams *pParams)
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StartPlaying();
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}
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void RageSound::PlayCopy( const RageSoundParams *pParams ) const
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void RageSound::PlayCopy(bool is_action, const RageSoundParams *pParams) const
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{
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if(is_action && PREFSMAN->m_MuteActions)
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{
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return;
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}
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RageSound *pSound = new RageSound( *this );
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if( pParams )
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+1
-1
@@ -121,7 +121,7 @@ public:
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RString GetError() const { return m_sError; }
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void Play(bool is_action, const RageSoundParams *params=NULL);
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void PlayCopy( const RageSoundParams *pParams = NULL ) const;
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void PlayCopy(bool is_action, const RageSoundParams *pParams = NULL) const;
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void Stop();
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/* Cleanly pause or unpause the sound. If the sound wasn't already playing,
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@@ -114,7 +114,7 @@ void RandomSample::PlayCopyOfRandom()
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int iIndexToPlay = GetNextToPlay();
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if( iIndexToPlay == -1 )
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return;
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m_pSamples[iIndexToPlay]->PlayCopy();
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m_pSamples[iIndexToPlay]->PlayCopy(true);
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}
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void RandomSample::Stop()
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@@ -831,7 +831,7 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
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if( iCurRow < 0 )
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{
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// this shouldn't be happening, but it is, so we need to bail out. -aj
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m_SoundStart.PlayCopy();
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m_SoundStart.PlayCopy(true);
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this->BeginFadingOut();
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return;
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}
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@@ -875,7 +875,7 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
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if( bEndThisScreen )
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{
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m_SoundStart.PlayCopy();
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m_SoundStart.PlayCopy(true);
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this->BeginFadingOut();
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return;
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}
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@@ -925,7 +925,7 @@ bool ScreenSelectMaster::MenuStart( const InputEventPlus &input )
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// double press is enabled and the player hasn't made their first press
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if(DOUBLE_PRESS_TO_SELECT && !m_bDoubleChoice[pn])
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{
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m_soundStart.PlayCopy();
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m_soundStart.PlayCopy(true);
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m_bDoubleChoice[pn] = true;
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if(SHOW_SCROLLER)
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@@ -954,7 +954,7 @@ bool ScreenSelectMaster::MenuStart( const InputEventPlus &input )
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// Play a copy of the sound, so it'll finish playing even if we leave the screen immediately.
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if( mc->m_sSoundPath.empty() && !m_bDoubleChoiceNoSound )
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m_soundStart.PlayCopy();
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m_soundStart.PlayCopy(true);
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if( mc->m_sScreen.empty() )
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{
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@@ -1066,12 +1066,12 @@ void ScreenSelectMusic::ChangeSteps( PlayerNumber pn, int dir )
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if( dir < 0 )
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{
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m_soundDifficultyEasier.SetProperty( "Pan", fBalance );
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m_soundDifficultyEasier.PlayCopy();
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m_soundDifficultyEasier.PlayCopy(true);
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}
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else
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{
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m_soundDifficultyHarder.SetProperty( "Pan", fBalance );
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m_soundDifficultyHarder.PlayCopy();
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m_soundDifficultyHarder.PlayCopy(true);
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}
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GAMESTATE->ForceOtherPlayersToCompatibleSteps(pn);
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