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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
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+16
-49
@@ -3,27 +3,6 @@
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#include "Overhead Types.h"
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enum MusicList
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{
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MARIMBAD2_MUSIC,
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MENUMIX_MUSIC,
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NOTHING_A_MUSIC,
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NOTHING_B_MUSIC,
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NOTHING_C_MUSIC,
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NOTHING_D_MUSIC,
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TENSOR_A_MUSIC,
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TENSOR_B_MUSIC,
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TENSOR_C_MUSIC,
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TRIUMPH_MUSIC,
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DEATH_MUSIC,
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BATTLE_A_MUSIC,
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BATTLE_B_MUSIC, //same as tensor B
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CREEPY_MUSIC,
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CREATURE_BATTLE_MUSIC,
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MUSIC_DIR,
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NUM_MUSIC
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};
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enum MusicMode
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{
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MUSIC_NONE,
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@@ -42,43 +21,31 @@ enum MusicMode
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MUSIC_TACTICAL_CIV_GROUP_BATTLE,
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};
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#ifdef NEWMUSIC
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typedef struct
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enum NewMusicList
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{
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UINT16 uiIndex;
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INT32 SoundTacticalVictory[4];
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INT32 SoundTacticalBattle[4];
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INT32 SoundTacticalNothing[4];
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INT32 SoundTacticalTensor[4];
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INT32 SoundTacticalDeath[4];
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INT32 SoundTacticalBattleCreature[4];
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INT32 SoundTacticalBattleCreepy[4];
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INT32 SoundTacticalBattleGroup[NUM_CIV_GROUPS];
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MUSICLIST_MAIN_MENU,
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MUSICLIST_LAPTOP,
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MUSICLIST_TACTICAL_NOTHING,
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MUSICLIST_TACTICAL_ENEMYPRESENT,
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MUSICLIST_TACTICAL_BATTLE,
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MUSICLIST_TACTICAL_VICTORY,
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MUSICLIST_TACTICAL_DEATH,
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MUSICLIST_TACTICAL_CREEPY,
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MUSICLIST_TACTICAL_CREEPY_BATTLE,
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} MUSIC_SOUND_VALUES;
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MAX_MUSIC,
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};
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extern MUSIC_SOUND_VALUES MusicSoundValues[256];
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extern INT32 GlobalSoundID;
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#endif
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extern std::vector<STR> MusicLists[MAX_MUSIC];
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//extern UINT32 uiMusicHandle;
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//extern BOOLEAN fMusicPlaying;
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//extern UINT8 gubMusicMode;
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//extern BOOLEAN gfForceMusicToTense;
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void InitializeMusicLists();
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UINT8 GetMusicMode(void);
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BOOLEAN SetMusicMode(UINT8 ubMusicMode);
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// only for editor (editscreen.cpp)
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#ifdef NEWMUSIC
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BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound);
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#else
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BOOLEAN MusicPlay(UINT32 uiNum);
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#endif
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// Used in lua scripting and editscreen.cpp
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BOOLEAN MusicPlay(NewMusicList mode, UINT8 songIndex);
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#ifdef NEWMUSIC
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BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID);
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#endif
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UINT32 MusicGetVolume(void);
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BOOLEAN MusicSetVolume(UINT32 uiVolume);
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