From a4744d7aeac0cead45bf439553b6bab8e3fd01d6 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Sun, 11 Jan 2004 07:01:06 +0000 Subject: [PATCH] add start sound for ScreenEvaluation --- .../default/Sounds/ScreenEvaluation start.redir | 1 + stepmania/src/ScreenEvaluation.cpp | 12 ++++++++++++ stepmania/src/ScreenEvaluation.h | 3 ++- 3 files changed, 15 insertions(+), 1 deletion(-) create mode 100644 stepmania/Themes/default/Sounds/ScreenEvaluation start.redir diff --git a/stepmania/Themes/default/Sounds/ScreenEvaluation start.redir b/stepmania/Themes/default/Sounds/ScreenEvaluation start.redir new file mode 100644 index 0000000000..e8a638a791 --- /dev/null +++ b/stepmania/Themes/default/Sounds/ScreenEvaluation start.redir @@ -0,0 +1 @@ +_silent diff --git a/stepmania/src/ScreenEvaluation.cpp b/stepmania/src/ScreenEvaluation.cpp index 736c0d2ab1..0cb32bd34e 100644 --- a/stepmania/src/ScreenEvaluation.cpp +++ b/stepmania/src/ScreenEvaluation.cpp @@ -267,6 +267,9 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName) m_Menu.Load( m_sName ); this->AddChild( &m_Menu ); + // + // load pass/fail sound + // if(m_Type==stage) { int snd=0; @@ -293,6 +296,13 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName) m_sndPassFail.Load(THEME->GetPathToS("ScreenEvaluationStage Passed",false)); // m_sndPassFail.Play(); } + + + // + // load other sounds + // + m_soundStart.Load( THEME->GetPathToS("ScreenEvaluation start") ); + // // init banner area // @@ -1310,6 +1320,8 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn ) GAMESTATE->m_iRoundSeed = rand(); + m_soundStart.Play(); + if( PREFSMAN->m_bEventMode ) { m_Menu.StartTransitioning( SM_GoToNextScreen ); diff --git a/stepmania/src/ScreenEvaluation.h b/stepmania/src/ScreenEvaluation.h index acc9b72b03..c29b1df521 100644 --- a/stepmania/src/ScreenEvaluation.h +++ b/stepmania/src/ScreenEvaluation.h @@ -137,8 +137,9 @@ protected: AutoActor m_FullCombo[NUM_PLAYERS]; bool m_bFailed; - // sound effects for other gametypes + RageSound m_soundStart; // sound played if the player passes or fails + // sound effects for other gametypes RageSound m_sndPassFail; // sound played if the player passes or fails bool m_bPassFailTriggered; // has the pass / fail sound been played yet? RageTimer m_timerSoundSequences; // timer used for triggering sounds.