metaforce/Runtime/MP1/CAudioStateWin.cpp

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#include "CAudioStateWin.hpp"
#include "Runtime/CArchitectureMessage.hpp"
#include "Runtime/CArchitectureQueue.hpp"
#include "Runtime/CGameState.hpp"
#include "Runtime/GameGlobalObjects.hpp"
#include "Runtime/Audio/CSfxManager.hpp"
#include "Runtime/MP1/MP1.hpp"
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namespace urde::MP1 {
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CIOWin::EMessageReturn CAudioStateWin::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) {
CMain* m = static_cast<CMain*>(g_Main);
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const EArchMsgType msgType = msg.GetType();
if (msgType == EArchMsgType::SetGameState) {
CSfxManager::KillAll(CSfxManager::ESfxChannels::Game);
CSfxManager::TurnOnChannel(CSfxManager::ESfxChannels::Game);
} else if (msgType == EArchMsgType::QuitGameplay) {
if (g_GameState->GetWorldTransitionManager()->GetTransType() == CWorldTransManager::ETransType::Disabled ||
m->GetFlowState() != EFlowState::None) {
CSfxManager::SetChannel(CSfxManager::ESfxChannels::Default);
CSfxManager::KillAll(CSfxManager::ESfxChannels::Game);
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}
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}
return EMessageReturn::Normal;
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}
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} // namespace urde::MP1