Implement the last remaining SampleMusicPreviewMode: StartToPreview. This one requires [ScreenSelectMusic] TwoPartConfirmsOnly=true in the metrics to work correctly.

This commit is contained in:
AJ Kelly
2010-06-23 14:09:43 -05:00
parent 2be759893a
commit cc470cad86
4 changed files with 17 additions and 9 deletions
+8 -6
View File
@@ -990,14 +990,12 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
// a song was selected
if( m_MusicWheel.GetSelectedSong() != NULL )
{
/*
if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
{
// start playing the preview music.
g_bSampleMusicWaiting = true;
CheckBackgroundRequests( true );
}
*/
const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
bool bIsHard = false;
@@ -1568,9 +1566,9 @@ void ScreenSelectMusic::AfterMusicChange()
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
break;
//case SampleMusicPreviewMode_StartToPreview:
case SampleMusicPreviewMode_StartToPreview:
// we want to load the sample music, but we don't want to
// actually play it; fall through for now. -aj
// actually play it. fall through. -aj
case SampleMusicPreviewMode_Normal:
case SampleMusicPreviewMode_LastSong: // fall through
// play the sample music
@@ -1654,8 +1652,12 @@ void ScreenSelectMusic::AfterMusicChange()
if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
{
SOUND->StopMusic();
if( !m_sSampleMusicToPlay.empty() )
g_bSampleMusicWaiting = true;
// some SampleMusicPreviewModes don't want the sample music immediately.
if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_StartToPreview )
{
if( !m_sSampleMusicToPlay.empty() )
g_bSampleMusicWaiting = true;
}
}
g_StartedLoadingAt.Touch();