From 9cfa7799561cfa5a8d8e1ae21255737bb23705bf Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Sun, 20 Mar 2005 08:23:08 +0000 Subject: [PATCH] remove code to play cancel sound and put the cancel sound in the transition --- .../default/BGAnimations/ScreenMiniMenu cancel.redir | 1 + stepmania/src/NoteField.cpp | 2 +- stepmania/src/ScreenCenterImage.cpp | 1 - stepmania/src/ScreenGameplay.cpp | 1 - stepmania/src/ScreenGameplayMultiplayer.cpp | 1 - stepmania/src/ScreenManager.cpp | 10 +--------- stepmania/src/ScreenManager.h | 2 -- stepmania/src/ScreenStage.cpp | 1 - stepmania/src/ScreenWithMenuElements.cpp | 1 - 9 files changed, 3 insertions(+), 17 deletions(-) create mode 100644 stepmania/Themes/default/BGAnimations/ScreenMiniMenu cancel.redir diff --git a/stepmania/Themes/default/BGAnimations/ScreenMiniMenu cancel.redir b/stepmania/Themes/default/BGAnimations/ScreenMiniMenu cancel.redir new file mode 100644 index 0000000000..c589d3558c --- /dev/null +++ b/stepmania/Themes/default/BGAnimations/ScreenMiniMenu cancel.redir @@ -0,0 +1 @@ +_prompt out diff --git a/stepmania/src/NoteField.cpp b/stepmania/src/NoteField.cpp index f2baee7f43..3871e98d56 100644 --- a/stepmania/src/NoteField.cpp +++ b/stepmania/src/NoteField.cpp @@ -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") ); diff --git a/stepmania/src/ScreenCenterImage.cpp b/stepmania/src/ScreenCenterImage.cpp index 4c7f795b93..4aa36369f9 100644 --- a/stepmania/src/ScreenCenterImage.cpp +++ b/stepmania/src/ScreenCenterImage.cpp @@ -69,7 +69,6 @@ void ScreenCenterImage::Input( const DeviceInput& DeviceI, const InputEventType return; case MENU_BUTTON_BACK: - SCREENMAN->PlayCancelSound(); StartTransitioning( SM_GoToPrevScreen ); return; } diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 4e6b52b8ef..041aea5299 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -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. */ diff --git a/stepmania/src/ScreenGameplayMultiplayer.cpp b/stepmania/src/ScreenGameplayMultiplayer.cpp index 241c29be09..652a379e53 100644 --- a/stepmania/src/ScreenGameplayMultiplayer.cpp +++ b/stepmania/src/ScreenGameplayMultiplayer.cpp @@ -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 diff --git a/stepmania/src/ScreenManager.cpp b/stepmania/src/ScreenManager.cpp index 1b15251ecc..b94385d992 100644 --- a/stepmania/src/ScreenManager.cpp +++ b/stepmania/src/ScreenManager.cpp @@ -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; im_fSoundVolume; - m_soundCancel.Play( &p ); -} - void ScreenManager::PlaySharedBackgroundOffCommand() { m_pSharedBGA->PlayCommand("Off"); diff --git a/stepmania/src/ScreenManager.h b/stepmania/src/ScreenManager.h index 1ce8feb8ed..575b1b067e 100644 --- a/stepmania/src/ScreenManager.h +++ b/stepmania/src/ScreenManager.h @@ -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; }; diff --git a/stepmania/src/ScreenStage.cpp b/stepmania/src/ScreenStage.cpp index ddcd25a06b..4908ecb799 100644 --- a/stepmania/src/ScreenStage.cpp +++ b/stepmania/src/ScreenStage.cpp @@ -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 diff --git a/stepmania/src/ScreenWithMenuElements.cpp b/stepmania/src/ScreenWithMenuElements.cpp index 5f1b9ba6a9..980a5fdaf5 100644 --- a/stepmania/src/ScreenWithMenuElements.cpp +++ b/stepmania/src/ScreenWithMenuElements.cpp @@ -197,7 +197,6 @@ void ScreenWithMenuElements::Cancel( ScreenMessage smSendWhenDone ) m_MenuTimer->Stop(); m_Cancel.StartTransitioning( smSendWhenDone ); - SCREENMAN->PlayCancelSound(); } bool ScreenWithMenuElements::IsTransitioning()