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