Default Announcer Bugfix

This commit is contained in:
Andrew Livy
2002-06-29 09:57:57 +00:00
parent 4428da14ef
commit d7d678fcb4
+9 -2
View File
@@ -126,6 +126,11 @@ ScreenTitleMenu::ScreenTitleMenu()
m_Fade.OpenWipingRight( SM_DoneOpening );
this->AddActor( &m_Fade );
/* ENSURE that the correct announcer is in place for GAME_DANCE (the default game) */
if (GAME_DANCE == GAMEMAN->m_CurGame)
{
ANNOUNCER->SwitchAnnouncer( "default" );
}
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_GAME_NAME) );
@@ -169,7 +174,9 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
{
case SM_DoneOpening:
if( PREFSMAN->m_bAnnouncer )
{
m_soundTitle.PlayRandom();
}
break;
case SM_PlayAttract:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_ATTRACT) );
@@ -268,8 +275,8 @@ void ScreenTitleMenu::MenuStart( const PlayerNumber p )
return;
case CHOICE_SELECT_GAME:
m_soundInvalid.PlayRandom();
//m_soundSelect.PlayRandom();
//m_Fade.CloseWipingRight( SM_GoToSelectGame );
// m_soundSelect.PlayRandom();
// m_Fade.CloseWipingRight( SM_GoToSelectGame );
return;
case CHOICE_MAP_INSTRUMENTS:
m_soundSelect.PlayRandom();