//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Revert Sound Object //---------------------------------------------------- // Called after a sound in the playlist has been played. // Makes the other sounds stop showing visual cues //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public void RevertSoundObject(SoundTypes eSound) { switch (eSound) { case SoundTypes.CENTER_TAMBOURINE_AREA: m_rInstrumentManager.InstrumentColoursManager.HideCenterTambourineTarget(); break; case SoundTypes.MIDDLE_TAMBOURINE_AREA: m_rInstrumentManager.InstrumentColoursManager.HideMiddleTambourineTarget(); break; case SoundTypes.OUTER_TAMBOURINE_AREA: m_rInstrumentManager.InstrumentColoursManager.HideOuterTambourineTarget(); break; case SoundTypes.CYMBAL_SHAKER_SOUND_1: case SoundTypes.CYMBAL_SHAKER_SOUND_2: case SoundTypes.CYMBAL_SHAKER_SOUND_3: case SoundTypes.CYMBAL_SHAKER_SOUND_4: case SoundTypes.CYMBAL_SHAKER_SOUND_5: case SoundTypes.CYMBAL_SHAKER_SOUND_6: m_rInstrumentManager.CurrentAutoPlayCymbal.StopCymbalShake(); break; case SoundTypes.MOVE_TAMBOURINE_SOUND: case SoundTypes.RATTLE_TAMBOURINE_SHAKE: case SoundTypes.SOFT_TAMBOURINE_SHAKE: case SoundTypes.HARD_TAMBOURINE_SHAKE: m_rInstrumentManager.ShowNormalInstrumentState(); break; default: break; } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Show Normal Tambourine //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public void ShowNormalTambourine(bool bHideTargets = false) { // Now show the tambourine for its normal form m_rInstrumentManager.ShowNormalInstrumentState(); }