mute attract sounds inside of RageSound and don't mute everywhere that a sound might possibly be used in an attract screen
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@@ -29,6 +29,7 @@
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#include "PrefsManager.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "RageSoundUtil.h"
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#include "GameState.h"
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#include "RageSoundReader_Preload.h"
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#include "RageSoundReader_Resample.h"
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@@ -51,6 +52,10 @@ RageSoundParams::RageSoundParams():
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m_LengthSeconds = -1;
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m_FadeLength = 0;
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m_Volume = 1.0f;
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if( !GAMESTATE->IsTimeToPlaySounds() )
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m_Volume = 0;
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m_Balance = 0; // center
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speed_input_samples = speed_output_samples = 1;
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m_bAccurateSync = false;
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@@ -883,7 +888,8 @@ float RageSound::GetVolume() const
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float RageSound::GetAbsoluteVolume() const
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{
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float f = m_Param.m_Volume * SOUNDMAN->GetMixVolume();
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float f = m_Param.m_Volume;
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f *= SOUNDMAN->GetMixVolume();
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return f;
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}
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