add start sound for ScreenEvaluation

This commit is contained in:
Chris Danford
2004-01-11 07:01:06 +00:00
parent e2136499e1
commit a4744d7aea
3 changed files with 15 additions and 1 deletions
@@ -0,0 +1 @@
_silent
+12
View File
@@ -267,6 +267,9 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
m_Menu.Load( m_sName ); m_Menu.Load( m_sName );
this->AddChild( &m_Menu ); this->AddChild( &m_Menu );
//
// load pass/fail sound
//
if(m_Type==stage) if(m_Type==stage)
{ {
int snd=0; int snd=0;
@@ -293,6 +296,13 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
m_sndPassFail.Load(THEME->GetPathToS("ScreenEvaluationStage Passed",false)); m_sndPassFail.Load(THEME->GetPathToS("ScreenEvaluationStage Passed",false));
// m_sndPassFail.Play(); // m_sndPassFail.Play();
} }
//
// load other sounds
//
m_soundStart.Load( THEME->GetPathToS("ScreenEvaluation start") );
// //
// init banner area // init banner area
// //
@@ -1310,6 +1320,8 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
GAMESTATE->m_iRoundSeed = rand(); GAMESTATE->m_iRoundSeed = rand();
m_soundStart.Play();
if( PREFSMAN->m_bEventMode ) if( PREFSMAN->m_bEventMode )
{ {
m_Menu.StartTransitioning( SM_GoToNextScreen ); m_Menu.StartTransitioning( SM_GoToNextScreen );
+2 -1
View File
@@ -137,8 +137,9 @@ protected:
AutoActor m_FullCombo[NUM_PLAYERS]; AutoActor m_FullCombo[NUM_PLAYERS];
bool m_bFailed; 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 RageSound m_sndPassFail; // sound played if the player passes or fails
bool m_bPassFailTriggered; // has the pass / fail sound been played yet? bool m_bPassFailTriggered; // has the pass / fail sound been played yet?
RageTimer m_timerSoundSequences; // timer used for triggering sounds. RageTimer m_timerSoundSequences; // timer used for triggering sounds.