#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" namespace metaforce::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; } } // namespace metaforce::MP1