Implement the last remaining SampleMusicPreviewMode: StartToPreview. This one requires [ScreenSelectMusic] TwoPartConfirmsOnly=true in the metrics to work correctly.
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@@ -990,14 +990,12 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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// a song was selected
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if( m_MusicWheel.GetSelectedSong() != NULL )
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{
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/*
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if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
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{
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// start playing the preview music.
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g_bSampleMusicWaiting = true;
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CheckBackgroundRequests( true );
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}
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*/
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const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
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bool bIsHard = false;
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@@ -1568,9 +1566,9 @@ void ScreenSelectMusic::AfterMusicChange()
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m_fSampleStartSeconds = 0;
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m_fSampleLengthSeconds = -1;
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break;
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//case SampleMusicPreviewMode_StartToPreview:
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case SampleMusicPreviewMode_StartToPreview:
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// we want to load the sample music, but we don't want to
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// actually play it; fall through for now. -aj
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// actually play it. fall through. -aj
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case SampleMusicPreviewMode_Normal:
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case SampleMusicPreviewMode_LastSong: // fall through
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// play the sample music
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@@ -1654,8 +1652,12 @@ void ScreenSelectMusic::AfterMusicChange()
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if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
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{
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SOUND->StopMusic();
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if( !m_sSampleMusicToPlay.empty() )
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g_bSampleMusicWaiting = true;
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// some SampleMusicPreviewModes don't want the sample music immediately.
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_StartToPreview )
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{
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if( !m_sSampleMusicToPlay.empty() )
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g_bSampleMusicWaiting = true;
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}
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}
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g_StartedLoadingAt.Touch();
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