add start sound for ScreenEvaluation
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@@ -0,0 +1 @@
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_silent
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@@ -267,6 +267,9 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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m_Menu.Load( m_sName );
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m_Menu.Load( m_sName );
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this->AddChild( &m_Menu );
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this->AddChild( &m_Menu );
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//
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// load pass/fail sound
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//
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if(m_Type==stage)
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if(m_Type==stage)
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{
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{
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int snd=0;
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int snd=0;
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@@ -293,6 +296,13 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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m_sndPassFail.Load(THEME->GetPathToS("ScreenEvaluationStage Passed",false));
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m_sndPassFail.Load(THEME->GetPathToS("ScreenEvaluationStage Passed",false));
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// m_sndPassFail.Play();
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// m_sndPassFail.Play();
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}
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}
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//
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// load other sounds
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//
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m_soundStart.Load( THEME->GetPathToS("ScreenEvaluation start") );
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//
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//
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// init banner area
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// init banner area
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//
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//
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@@ -1310,6 +1320,8 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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GAMESTATE->m_iRoundSeed = rand();
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GAMESTATE->m_iRoundSeed = rand();
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m_soundStart.Play();
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if( PREFSMAN->m_bEventMode )
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if( PREFSMAN->m_bEventMode )
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{
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{
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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@@ -137,8 +137,9 @@ protected:
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AutoActor m_FullCombo[NUM_PLAYERS];
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AutoActor m_FullCombo[NUM_PLAYERS];
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bool m_bFailed;
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bool m_bFailed;
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// sound effects for other gametypes
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RageSound m_soundStart; // sound played if the player passes or fails
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// sound effects for other gametypes
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RageSound m_sndPassFail; // sound played if the player passes or fails
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RageSound m_sndPassFail; // sound played if the player passes or fails
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bool m_bPassFailTriggered; // has the pass / fail sound been played yet?
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bool m_bPassFailTriggered; // has the pass / fail sound been played yet?
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RageTimer m_timerSoundSequences; // timer used for triggering sounds.
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RageTimer m_timerSoundSequences; // timer used for triggering sounds.
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