remove code to play cancel sound and put the cancel sound in the transition

This commit is contained in:
Chris Danford
2005-03-20 08:23:08 +00:00
parent 50e7492e93
commit 9cfa779956
9 changed files with 3 additions and 17 deletions
@@ -0,0 +1 @@
_prompt out
+1 -1
View File
@@ -25,8 +25,8 @@ NoteField::NoteField()
m_textMeasureNumber.LoadFromFont( THEME->GetPathF("Common","normal") );
m_textMeasureNumber.SetZoom( 1.0f );
m_textMeasureNumber.SetShadowLength( 2 );
m_rectMarkerBar.SetShadowLength( 0 );
m_rectMarkerBar.SetEffectDiffuseShift( 2, RageColor(1,1,1,0.5f), RageColor(0.5f,0.5f,0.5f,0.5f) );
m_sprBars.Load( THEME->GetPathG("NoteField","bars") );
-1
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@@ -69,7 +69,6 @@ void ScreenCenterImage::Input( const DeviceInput& DeviceI, const InputEventType
return;
case MENU_BUTTON_BACK:
SCREENMAN->PlayCancelSound();
StartTransitioning( SM_GoToPrevScreen );
return;
}
-1
View File
@@ -1694,7 +1694,6 @@ void ScreenGameplay::BackOutFromGameplay()
{
m_DancingState = STATE_OUTRO;
AbortGiveUp( false );
SCREENMAN->PlayCancelSound();
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
@@ -519,7 +519,6 @@ void ScreenGameplayMultiplayer::Input( const DeviceInput& DeviceI, const InputEv
/* I had battle mode back out on me mysteriously once. -glenn */
LOG->Trace("Player %i went back", MenuI.player+1);
SCREENMAN->PlayCancelSound();
/* Hmm. There are a bunch of subtly different ways we can
* tween out:
* 1. Keep rendering the song, and keep it moving. This might
+1 -9
View File
@@ -89,10 +89,9 @@ void ScreenManager::ThemeChanged()
// reload common sounds
m_soundStart.Load( THEME->GetPathS("Common","start") );
m_soundCoin.Load( THEME->GetPathS("Common","coin") );
m_soundCoin.Load( THEME->GetPathS("Common","coin"), true );
m_soundInvalid.Load( THEME->GetPathS("Common","invalid") );
m_soundScreenshot.Load( THEME->GetPathS("Common","screenshot") );
m_soundCancel.Load( THEME->GetPathS("Common","cancel") );
// reload overlay screens
for( unsigned i=0; i<m_OverlayScreens.size(); i++ )
@@ -635,13 +634,6 @@ void ScreenManager::PlayScreenshotSound()
m_soundScreenshot.Play( &p );
}
void ScreenManager::PlayCancelSound()
{
RageSoundParams p;
p.m_Volume = PREFSMAN->m_fSoundVolume;
m_soundCancel.Play( &p );
}
void ScreenManager::PlaySharedBackgroundOffCommand()
{
m_pSharedBGA->PlayCommand("Off");
-2
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@@ -118,14 +118,12 @@ public:
void PlayCoinSound();
void PlayInvalidSound();
void PlayScreenshotSound();
void PlayCancelSound();
private:
RageSound m_soundStart;
RageSound m_soundCoin;
RageSound m_soundInvalid;
RageSound m_soundScreenshot;
RageSound m_soundCancel;
};
-1
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@@ -155,7 +155,6 @@ void ScreenStage::MenuBack( PlayerNumber pn )
this->ClearMessageQueue();
m_Cancel.StartTransitioning( SM_GoToPrevScreen );
SCREENMAN->PlayCancelSound();
/* If a Back is buffered while we're prepping the screen (very common), we'll
* get it right after the prep finishes. However, the next update will contain
-1
View File
@@ -197,7 +197,6 @@ void ScreenWithMenuElements::Cancel( ScreenMessage smSendWhenDone )
m_MenuTimer->Stop();
m_Cancel.StartTransitioning( smSendWhenDone );
SCREENMAN->PlayCancelSound();
}
bool ScreenWithMenuElements::IsTransitioning()