Closed KingContaria closed 2 months ago
When initially implementing not resetting wall sounds, I also considered mixing into SoundManager#stopAll
to not stop SeedQueue sounds, not sure if that's a good idea tho
When initially implementing not resetting wall sounds, I also considered mixing into
SoundManager#stopAll
to not stop SeedQueue sounds, not sure if that's a good idea tho
It is a good idea, it's only done like that while SeedQueue is active so stopping the SeedQueue session will still remove these sounds anyway
This doesnt actually work yet, im assuming the SoundManager gets stopped somewhere along the way. SeedQueue already keeps the SoundManager from being reset when going from Wall -> World, since it's guaranteed only wall sounds will carry over. A similar approach probably needs to be used for this, if anyone wants to give it a try, feel free!
It also copies some refactor from https://github.com/KingContaria/seedqueue/commit/9805e663406cb524a465350d74837137ea982268#diff-b99b01dd18dde0d1efcb8d52f6382cb410be9c5d513966fb514b1907c6cb4d37R254-R269 but that can be figured out later.
Closes https://github.com/KingContaria/seedqueue/issues/37.