Added debug key for toggling action sounds off. Touches every place that RageSound::Play is called, hope I didn't miss one.

This commit is contained in:
Kyzentun
2015-02-28 06:25:02 -07:00
parent d35933f1e5
commit b293a8c073
38 changed files with 165 additions and 131 deletions
+5 -5
View File
@@ -850,9 +850,9 @@ void Player::Update( float fDeltaTime )
if( g_bEnableAttackSoundPlayback )
{
if( m_pPlayerState->m_bAttackBeganThisUpdate )
m_soundAttackLaunch.Play();
m_soundAttackLaunch.Play(false);
if( m_pPlayerState->m_bAttackEndedThisUpdate )
m_soundAttackEnding.Play();
m_soundAttackEnding.Play(false);
}
float fMiniPercent = m_pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
@@ -1997,7 +1997,7 @@ void Player::PlayKeysound( const TapNote &tn, TapNoteScore score )
}
}
}
m_vKeysounds[tn.iKeysoundIndex].Play();
m_vKeysounds[tn.iKeysoundIndex].Play(false);
Preference<float> *pVolume = Preference<float>::GetPreferenceByName("SoundVolume");
float fVol = pVolume->Get();
m_vKeysounds[tn.iKeysoundIndex].SetProperty ("Volume", fVol);
@@ -2491,7 +2491,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
{
score = TNS_None; // don't score this as anything
m_soundAttackLaunch.Play();
m_soundAttackLaunch.Play(false);
// put attack in effect
Attack attack(
@@ -2889,7 +2889,7 @@ void Player::UpdateJudgedRows()
{
// Only play one copy of each mine sound at a time per player.
(*s)->Stop();
(*s)->Play();
(*s)->Play(false);
}
}
}