#include "CAudioStateWin.hpp" #include "Audio/CSfxManager.hpp" #include "CArchitectureMessage.hpp" #include "CArchitectureQueue.hpp" #include "GameGlobalObjects.hpp" #include "CGameState.hpp" #include "MP1.hpp" namespace urde::MP1 { CIOWin::EMessageReturn CAudioStateWin::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) { CMain* m = static_cast(g_Main); 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); } } return EMessageReturn::Normal; } }