#include "MetroidPrime/CAudioStateWin.hpp" #include "MetroidPrime/CMain.hpp" #include "Kyoto/Audio/CSfxManager.hpp" CAudioStateWin::CAudioStateWin() : CIOWin(rstl::string_l("CAudioStateWin")) {} CIOWin::EMessageReturn CAudioStateWin::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue&) { const EArchMsgType msgType = msg.GetType(); switch (msgType) { case kAM_SetGameState: CSfxManager::KillAll(CSfxManager::kSC_Game); CSfxManager::SetChannel(CSfxManager::kSC_Game); break; case kAM_QuitGameplay: if (gpGameState->WorldTransitionManager()->GetTransType() == CWorldTransManager::kTT_Disabled || gpMain->GetRestartMode() != CMain::kRM_None) { CSfxManager::SetChannel(CSfxManager::kSC_Default); CSfxManager::KillAll(CSfxManager::kSC_Game); } break; } return CIOWin::kMR_Normal; } CAudioStateWin::~CAudioStateWin(){};