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Fix the '"Press start to play" sound clip doesn't play' issue #441

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15 changes: 10 additions & 5 deletions src/menu/level_select_menu.c
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ static char gLevelSelect_StageNamesText[64][16] = {

static u16 gDemoCountdown = 0;
#ifndef VERSION_JP
static s16 D_U_801A7C34 = 1;
static s16 playMarioGreeting = 1;
static s16 gameOverNotPlayed = 1;
#endif

Expand Down Expand Up @@ -61,6 +61,7 @@ int run_press_start_demo_timer(s32 timer) {
timer = (s8)((struct DemoInput *) gDemo.targetAnim)->timer;
gCurrSaveFileNum = 1;
gCurrActNum = 1;
playMarioGreeting = 1;
}
} else { // activity was detected, so reset the demo countdown.
gDemoCountdown = 0;
Expand Down Expand Up @@ -162,9 +163,13 @@ int intro_default(void) {
s32 sp1C = 0;

#ifndef VERSION_JP
if (D_U_801A7C34 == 1) {
play_sound(SOUND_MARIO_HELLO, gDefaultSoundArgs);
D_U_801A7C34 = 0;
if (playMarioGreeting == 1) {
if (gGlobalTimer < 0x81) {
play_sound(SOUND_MARIO_HELLO, gDefaultSoundArgs);
} else {
play_sound(SOUND_MARIO_PRESS_START_TO_PLAY, gDefaultSoundArgs);
}
playMarioGreeting = 0;
}
#endif
print_intro_text();
Expand All @@ -173,7 +178,7 @@ int intro_default(void) {
play_sound(SOUND_MENU_STAR_SOUND, gDefaultSoundArgs);
sp1C = 100 + gDebugLevelSelect;
#ifndef VERSION_JP
D_U_801A7C34 = 1;
playMarioGreeting = 1;
#endif
}
return run_press_start_demo_timer(sp1C);
Expand Down