fix attract sounds play when they shouldn't if two ScreenDemonstrations in a row

This commit is contained in:
Chris Danford
2005-06-15 02:01:09 +00:00
parent 64690cdb40
commit 9c59962805
2 changed files with 4 additions and 7 deletions
+4 -1
View File
@@ -1131,6 +1131,9 @@ float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusi
p.StopMode = RageSoundParams::M_CONTINUE;
p.m_StartSecond = fStartSecond;
// Silence music if not playing attract sounds in demonstration.
p.m_Volume = (!GAMESTATE->m_bDemonstrationOrJukebox || GAMESTATE->IsTimeToPlayAttractSounds()) ? 1 : 0;
ASSERT( !m_pSoundMusic->IsPlaying() );
m_pSoundMusic->Play( &p );
if( m_bPaused )
@@ -2080,7 +2083,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
float fFadeLengthSeconds = MUSIC_FADE_OUT_SECONDS;
RageSoundParams p = m_pSoundMusic->GetParams();
p.m_FadeLength = fFadeLengthSeconds;
p.m_LengthSeconds = GAMESTATE->m_fMusicSeconds + fFadeLengthSeconds;
p.m_LengthSeconds = GAMESTATE->m_fMusicSeconds + fFadeLengthSeconds;
m_pSoundMusic->SetParams(p);
SCREENMAN->PostMessageToTopScreen( SM_StartLoadingNextSong, fFadeLengthSeconds );
return;