Added debug key for toggling action sounds off. Touches every place that RageSound::Play is called, hope I didn't miss one.
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@@ -1477,7 +1477,7 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
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p.m_LengthSeconds = fSecondsToStartFadingOutMusic + MUSIC_FADE_OUT_SECONDS - p.m_StartSecond;
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}
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}
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m_pSoundMusic->Play( &p );
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m_pSoundMusic->Play(false, &p);
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if( m_bPaused )
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m_pSoundMusic->Pause( true );
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@@ -1592,7 +1592,7 @@ void ScreenGameplay::BeginScreen()
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.m_StartSecond = startOffset;
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m_pSoundMusic->SetProperty( "AccurateSync", true );
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m_pSoundMusic->Play( &p );
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m_pSoundMusic->Play(false, &p);
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UpdateSongPosition(0);
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}
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@@ -2854,9 +2854,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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int iTrickLevel = SM-SM_BattleTrickLevel1+1;
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PlayAnnouncer( ssprintf("gameplay battle trick level%d",iTrickLevel), 3 );
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if( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1.Play();
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else if( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2.Play();
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else if( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3.Play();
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if( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1.Play(false);
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else if( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2.Play(false);
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else if( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3.Play(false);
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}
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else if( SM >= SM_BattleDamageLevel1 && SM <= SM_BattleDamageLevel3 )
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{
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