metaforce/Runtime/Audio/CAudioStateWin.cpp

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#include "CAudioStateWin.hpp"
#include "CSfxManager.hpp"
#include "CArchitectureMessage.hpp"
#include "CArchitectureQueue.hpp"
#include "GameGlobalObjects.hpp"
#include "CGameState.hpp"
#include "IMain.hpp"
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namespace urde
{
CIOWin::EMessageReturn CAudioStateWin::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
{
const EArchMsgType msgType = msg.GetType();
if (msgType == EArchMsgType::SetGameState)
{
CSfxManager::KillAll(CSfxManager::ESfxChannels::One);
CSfxManager::TurnOnChannel(CSfxManager::ESfxChannels::One);
}
else if (msgType == EArchMsgType::QuitGameplay)
{
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if (g_GameState->GetWorldTransitionManager()->GetTransType() == CWorldTransManager::ETransType::Disabled ||
g_Main->GetFlowState() != IMain::EFlowState::Zero)
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{
CSfxManager::SetChannel(CSfxManager::ESfxChannels::Zero);
CSfxManager::KillAll(CSfxManager::ESfxChannels::One);
}
}
return EMessageReturn::Normal;
}
}