fix transition sounds playing when attract sounds are off

This commit is contained in:
Chris Danford
2005-10-13 22:07:40 +00:00
parent 634ab18a79
commit ced0a0c6e9
2 changed files with 9 additions and 4 deletions
+6 -3
View File
@@ -591,6 +591,9 @@ void RageSound::StartPlaying()
SOUNDMAN->StartMixing( this );
if( !m_Param.m_bIsCriticalSound && SOUNDMAN->GetPlayOnlyCriticalSounds() )
m_Param.m_Volume = 0;
// LOG->Trace("StartPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
}
@@ -871,7 +874,9 @@ void RageSoundParams::SetPlaybackRate( float fSpeed )
{
speed_input_samples = 1;
speed_output_samples = 1;
} else {
}
else
{
/* Approximate it to the nearest tenth. */
speed_input_samples = int( roundf(fSpeed * 10) );
speed_output_samples = 10;
@@ -913,8 +918,6 @@ RageTimer RageSound::GetStartTime() const
void RageSound::SetParams( const RageSoundParams &p )
{
m_Param = p;
if( !m_Param.m_bIsCriticalSound && SOUNDMAN->GetPlayOnlyCriticalSounds() )
m_Param.m_Volume = 0;
}
RageSoundParams::StopMode_t RageSound::GetStopMode() const
+3 -1
View File
@@ -807,7 +807,9 @@ void ScreenManager::ZeroNextUpdate()
void ScreenManager::PlayInvalidSound()
{
m_soundInvalid.Play();
RageSoundParams p;
p.m_bIsCriticalSound = true;
m_soundInvalid.Play( &p );
}
/* Always play these sounds, even if we're in a silent attract loop. */