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Allow custom music to be added
Additional music can be added by placing sound files into Dataa/Music folder following this naming convention musicmode_runningNumber.fileformat, so for example: Mainmenu_001.mp3 Mainmenu_002.ogg Laptop_002.ogg Tactical_003.wav ***************************************************************** Different musicmodes are Mainmenu_ <-- Mainmenu music Laptop_ <-- Laptop music Tactical_ <-- Tactical with nothing special going on Enemy_ <-- Tactical, enemy present Battle_ <-- Tactical, enemy present and visible Victory_ <-- Tactical, battle victory Death_ <-- Tactical, battle defeat Creepy_ <-- Tactical, creatures present CreepyBattle_ <-- Tactical, creatures present and visible Music files can be .mp3, .ogg or .wav formats and 100 songs in each category is supported. The running numbering starts from 000 ***************************************************************** A few filenames are treated in a special way to facilitate easy replacement of original music. To replace original music, insert the following named files into this folder "menumix1" <-- Mainmenu music "marimbad 2" <-- Laptop music "nothing A" <-- Tactical with nothing special going on "nothing B" "nothing C" "nothing D" "tensor A" <-- Tactical, enemy present "tensor B" "tensor C" "triumph" "death" "battle A" <-- Tactical, enemy present and visible "tensor B" <-- This file is also used as battle music "creepy" <-- Tactical, creatures present "creature battle" <-- Tactical, creatures present and visible
This commit is contained in:
+19
-9
@@ -79,8 +79,6 @@
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class OBJECTTYPE;
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class SOLDIERTYPE;
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extern CHAR8 *szMusicList[NUM_MUSIC];
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BOOLEAN gfCorruptMap = FALSE;
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BOOLEAN gfCorruptSchedules = FALSE;
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BOOLEAN gfProfileDataLoaded = FALSE;
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@@ -169,6 +167,7 @@ LEVELNODE *gCursorNode = NULL;
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INT32 gsCursorGridNo;
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INT32 giMusicID = 0;
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NewMusicList gMusicMode = MUSICLIST_MAIN_MENU;
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void EraseWorldData( );
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@@ -1616,16 +1615,27 @@ void HandleKeyboardShortcuts( )
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break;
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case F4:
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#ifdef NEWMUSIC
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MusicPlay( giMusicID, MUSIC_OLD_TYPE, FALSE );
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#else
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MusicPlay( giMusicID );
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#endif
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MusicPlay(gMusicMode, giMusicID);
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ScreenMsg( FONT_YELLOW, MSG_INTERFACE, L"%S", MusicLists[gMusicMode][giMusicID] );
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ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"%S", szMusicList[giMusicID] );
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// Select next track
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giMusicID++;
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if( giMusicID >= NUM_MUSIC )
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if (giMusicID >= MusicLists[gMusicMode].size())
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{
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giMusicID = 0;
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for (size_t i = 0; i < MAX_MUSIC; i++)
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{
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if (gMusicMode == i)
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{
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gMusicMode = static_cast<NewMusicList>(i + 1);
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if (gMusicMode == MAX_MUSIC)
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{
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gMusicMode = MUSICLIST_MAIN_MENU;
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}
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break;
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}
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}
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}
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break;
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case F5:
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