/// <summary> /// Enters a cutscene, using the given Theme as the background music. /// </summary> /// <remarks> /// The Cutscene Mode is intended for non-interactive movie-like sequences where /// the regular gameplay is /// interrupted. Similar to the Menu Mode, the Cutscene Mode jumps out of regular playback /// and interrupts any theme currently playing, and immediately switching to the music for /// the cutscene. /// You can use a theme of any given Theme Type as a cutscene theme, for the regular /// playback hierarchy of themes is ignored during cutscene mode. /// This allows you to re-use regular themes of your game soundtrack for a cutscene. /// If you use made-to-measure music for a cutscene, we recommend creating a new /// theme containing a single Segment in the default group. Make sure the Segment has /// the Suitability START. /// Intensity levels will only matter as long as your cutscene theme contains /// more than a single Segment. While in Cutscene Mode, the intensity will stay /// on a constant level until the cutscene is left. /// To do leave the cutscene call CutSceneLeave(). /// </remarks> /// <param name="themeId">the id of the Theme to be played during the cutscene</param> /// <param name="intensity">the static intensity by which to play the cutscene Theme.</param> /// <returns> /// <list type="table"> /// <item> /// <term>"PsaiResult.OK</term> /// <description> if successful</description> /// </item> /// <item> /// <term>"PsaiResult.commandIgnoredMenuModeActive</term> /// <description>the command was ignored, call <see cref="MenuModeLeave">MenuModeLeave()</see> first.</description> /// </item> /// <item> /// <term>"PsaiResult.commandIgnoredCutsceneActive</term> /// <description>the command was ignored, psai is already in Cutscene Mode.</description> /// </item> /// </list> /// </returns> public PsaiResult CutSceneEnter(int themeId, float intensity) { return(m_logik.CutSceneEnter(themeId, intensity)); }