fix transition sounds playing when attract sounds are off
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@@ -591,6 +591,9 @@ void RageSound::StartPlaying()
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SOUNDMAN->StartMixing( this );
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if( !m_Param.m_bIsCriticalSound && SOUNDMAN->GetPlayOnlyCriticalSounds() )
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m_Param.m_Volume = 0;
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// LOG->Trace("StartPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
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}
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@@ -871,7 +874,9 @@ void RageSoundParams::SetPlaybackRate( float fSpeed )
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{
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speed_input_samples = 1;
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speed_output_samples = 1;
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} else {
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}
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else
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{
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/* Approximate it to the nearest tenth. */
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speed_input_samples = int( roundf(fSpeed * 10) );
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speed_output_samples = 10;
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@@ -913,8 +918,6 @@ RageTimer RageSound::GetStartTime() const
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void RageSound::SetParams( const RageSoundParams &p )
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{
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m_Param = p;
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if( !m_Param.m_bIsCriticalSound && SOUNDMAN->GetPlayOnlyCriticalSounds() )
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m_Param.m_Volume = 0;
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}
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RageSoundParams::StopMode_t RageSound::GetStopMode() const
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@@ -807,7 +807,9 @@ void ScreenManager::ZeroNextUpdate()
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void ScreenManager::PlayInvalidSound()
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{
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m_soundInvalid.Play();
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RageSoundParams p;
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p.m_bIsCriticalSound = true;
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m_soundInvalid.Play( &p );
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}
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/* Always play these sounds, even if we're in a silent attract loop. */
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