InitAnimation();
#if 0
- PlaySoundLoop(SND_MENU_INFO_SCREEN);
+ PlaySoundLoop(SND_BACKGROUND_INFO);
#else
- PlaySound_Menu_Start(SND_MENU_INFO_SCREEN);
+ PlaySound_Menu_Start(SND_BACKGROUND_INFO);
#endif
}
must therefore periodically be reactivated with the current sound
engine !!! */
#if 0
- PlaySoundLoop(SND_MENU_INFO_SCREEN);
+ PlaySoundLoop(SND_BACKGROUND_INFO);
#else
- PlaySound_Menu_Continue(SND_MENU_INFO_SCREEN);
+ PlaySound_Menu_Continue(SND_BACKGROUND_INFO);
#endif
DoAnimation();
HandleHallOfFame(highlight_position,0, 0,0, MB_MENU_INITIALIZE);
#if 0
- PlaySound(SND_MENU_HALL_OF_FAME);
+ PlaySound(SND_BACKGROUND_SCORES);
#else
- PlaySound_Menu_Start(SND_MENU_HALL_OF_FAME);
+ PlaySound_Menu_Start(SND_BACKGROUND_SCORES);
#endif
}
if (button_released)
{
- FadeSound(SND_MENU_HALL_OF_FAME);
+ FadeSound(SND_BACKGROUND_SCORES);
game_status = MAINMENU;
DrawMainMenu();
}
{
DoAnimation();
#if 1
- PlaySound_Menu_Continue(SND_MENU_HALL_OF_FAME);
+ PlaySound_Menu_Continue(SND_BACKGROUND_SCORES);
#endif
}
}