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
@@ -1477,7 +1477,7 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
p.m_LengthSeconds = fSecondsToStartFadingOutMusic + MUSIC_FADE_OUT_SECONDS - p.m_StartSecond;
}
}
m_pSoundMusic->Play( &p );
m_pSoundMusic->Play(false, &p);
if( m_bPaused )
m_pSoundMusic->Pause( true );
@@ -1592,7 +1592,7 @@ void ScreenGameplay::BeginScreen()
p.StopMode = RageSoundParams::M_CONTINUE;
p.m_StartSecond = startOffset;
m_pSoundMusic->SetProperty( "AccurateSync", true );
m_pSoundMusic->Play( &p );
m_pSoundMusic->Play(false, &p);
UpdateSongPosition(0);
}
@@ -2854,9 +2854,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
int iTrickLevel = SM-SM_BattleTrickLevel1+1;
PlayAnnouncer( ssprintf("gameplay battle trick level%d",iTrickLevel), 3 );
if( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1.Play();
else if( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2.Play();
else if( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3.Play();
if( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1.Play(false);
else if( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2.Play(false);
else if( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3.Play(false);
}
else if( SM >= SM_BattleDamageLevel1 && SM <= SM_BattleDamageLevel3 )
{