* * Circus music is a sound effect, rather than music. Needs separate processing. */
| 1654 | * Circus music is a sound effect, rather than music. Needs separate processing. |
| 1655 | */ |
| 1656 | void CircusMusicUpdate(Ride& ride) |
| 1657 | { |
| 1658 | Vehicle* vehicle = getGameState().entities.GetEntity<Vehicle>(ride.vehicles[0]); |
| 1659 | if (vehicle == nullptr || vehicle->status != Vehicle::Status::doingCircusShow) |
| 1660 | { |
| 1661 | ride.musicPosition = 0; |
| 1662 | ride.musicTuneId = kTuneIDNull; |
| 1663 | return; |
| 1664 | } |
| 1665 | |
| 1666 | if (RideMusicBreakdownEffect(ride)) |
| 1667 | { |
| 1668 | return; |
| 1669 | } |
| 1670 | |
| 1671 | CoordsXYZ rideCoords = ride.getStation().GetStart().ToTileCentre(); |
| 1672 | |
| 1673 | const auto sampleRate = RideMusicSampleRate(ride); |
| 1674 | |
| 1675 | RideAudio::UpdateMusicInstance(ride, rideCoords, sampleRate); |
| 1676 | } |
| 1677 | |
| 1678 | /** |
| 1679 | * |
nothing calls this directly
no test coverage detected