Don't render the beginning of the song when cancelling out of gameplay.
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@@ -1019,7 +1019,24 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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{
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{
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m_DancingState = STATE_OUTRO;
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m_DancingState = STATE_OUTRO;
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu back") );
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu back") );
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m_soundMusic.Stop();
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/* Hmm. There are a bunch of subtly different ways we can
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* tween out:
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* 1. Keep rendering the song, and keep it moving. This might
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* cause problems if the cancel and the end of the song overlap.
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* 2. Stop the song completely, so all song motion under the tween
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* ceases.
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* 3. Stop the song, but keep effects (eg. Drunk) running.
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* 4. Don't display the song at all.
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*
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* We're doing #3. I'm not sure which is best.
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*
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* We have to pause the music, not stop it. If we stop it,
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* its position will be 0, and we'll render the *start*
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* of the song while we tween out, which looks really strange.
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* -glenn
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*/
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m_soundMusic.Pause();
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this->ClearMessageQueue();
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this->ClearMessageQueue();
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m_Fade.CloseWipingLeft( SM_SaveChangedBeforeGoingBack );
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m_Fade.CloseWipingLeft( SM_SaveChangedBeforeGoingBack );
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}
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}
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