- New Externalization: Externalized the used music to an OPTIONAL "Scripts\Music.lua" file (by Jazz)

o This file is OPTIONAL and if not available, the game uses the default music tracks
o With the user of the Music.lua script file, you can play different musics and types for each sector (*.WAV or *.OGG)
o An example of the usage has been added to "Docs\Externalized Music Example.zip"
o See comments from the Music.lua scripts below

--[[
AddMusic(SectorX,SectorY,SectorZ,MusicType,MusicID)

MusicType :
1 - standard music, sector no enemy (NOTHING_xxx.wav or NOTHING_xxx.ogg)
2 - enemy in sector  (TENSOR_xxx.wav or TENSOR_xxx.ogg)
3 - start battle  (BATTLE_xxx.wav or BATTLE_xxx.ogg)
4 - victory  (TRIUMPH_xxx.wav or TRIUMPH_xxx.ogg)
5 - death merc  (DEATH_xxx.wav or DEATH_xxx.ogg)

xxx - number file

MusicID - id of music

Put to "Music" folder ogg or wav file. We number the names of files NOTHING_0.wav... NOTHING_10.wav ... etc

Example :
AddMusic(1,10,0,1,0) -- add to sector A10, music type "1" and file NOTHING_0.wav or NOTHING_0.ogg.
AddMusic(1,10,1,1,0) -- add to sector A10_B1, music type "1" and file NOTHING_0.wav or NOTHING_0.ogg.
AddMusic(1,9,0,2,10) -- add to sector A9, music type "2" and file TENSOR_10.wav or TENSOR_10.ogg.

for x = 1,16 do
        for y = 1,16 do
		AddMusic(x,y,0,1,10) -- add to all sector, music type "1" and file NOTHING_10.wav or NOTHING_10.ogg.
	end
end

]]

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6295 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-08-20 07:15:30 +00:00
parent 74f52b3982
commit ab02106512
11 changed files with 500 additions and 21 deletions
+1 -1
View File
@@ -1611,7 +1611,7 @@ void HandleKeyboardShortcuts( )
break;
case F4:
MusicPlay( giMusicID );
MusicPlay( giMusicID, MUSIC_OLD_TYPE, FALSE );
ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"%S", szMusicList[giMusicID] );
giMusicID++;
if( giMusicID >= NUM_MUSIC )
+23
View File
@@ -1330,6 +1330,29 @@ BackupBRandEncyclopedia ( gBriefingRoomData, gBriefingRoomDataBackup, 0);
{
gAimOldArchives[p-1].FaceID=-1;
}
UINT32 iloop;
UINT32 zloop;
for(iloop=0; iloop<256; iloop++)
{
for(zloop=0; zloop<4; zloop++)
{
MusicSoundValues[iloop].uiIndex = iloop;
MusicSoundValues[iloop].SoundTacticalVictory[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalBattle[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalNothing[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalTensor[zloop] = -1;
MusicSoundValues[iloop].SoundTacticalDeath[zloop] = -1;
}
}
CHAR8 zFileName[255];
sprintf( zFileName, "scripts\\Music.lua" );
if (FileExists( zFileName ) )
{
LetLuaMusicControl(0);
}
LuaState::INIT(lua::LUA_STATE_STRATEGIC_MINES_AND_UNDERGROUND, true);
g_luaUnderground.LoadScript(GetLanguagePrefix());
+25
View File
@@ -3983,6 +3983,15 @@ if( !SaveNewEmailDataToSaveGameFile( hFile ) )
}
//restore the music mode
if ( GetMusicMode() == MUSIC_TACTICAL_NOTHING && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( GetMusicMode(), MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else if ( GetMusicMode() == MUSIC_TACTICAL_ENEMYPRESENT && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( GetMusicMode(), MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else if ( GetMusicMode() == MUSIC_TACTICAL_BATTLE && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
SetMusicModeID( GetMusicMode(), MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] );
else if ( GetMusicMode() == MUSIC_TACTICAL_VICTORY && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 )
SetMusicModeID( GetMusicMode(), MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] );
else
SetMusicMode( GetMusicMode() );
//Unset the fact that we are saving a game
@@ -5870,7 +5879,23 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
RemoveLoadingScreenProgressBar();
//if( SaveGameHeader.fWorldLoaded )
//{
if ( gMusicModeToPlay == MUSIC_TACTICAL_NOTHING && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( gMusicModeToPlay, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else if ( gMusicModeToPlay == MUSIC_TACTICAL_ENEMYPRESENT && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( gMusicModeToPlay, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else if ( gMusicModeToPlay == MUSIC_TACTICAL_BATTLE && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
SetMusicModeID( gMusicModeToPlay, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] );
else if ( gMusicModeToPlay == MUSIC_TACTICAL_VICTORY && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 )
SetMusicModeID( gMusicModeToPlay, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] );
else
SetMusicMode( gMusicModeToPlay );
//}
//else
//{
// SetMusicMode( gMusicModeToPlay );
//}
#ifndef JA2TESTVERSION
RESET_CHEAT_LEVEL( );
+164 -1
View File
@@ -519,8 +519,12 @@ static int l_AnimMercPtsrusStrategicInsertionData (lua_State *L);
static int l_SetMusicMode (lua_State *L);
static int l_MusicPlay (lua_State *L);
static int l_MusicPlayId (lua_State *L);
static int l_MusicSetVolume (lua_State *L);
static int l_MusicGetVolume (lua_State *L);
static int l_gAddMusic(lua_State *L);
static int l_SetMusicID (lua_State *L);
static int l_GetMusicID (lua_State *L);
//static int l_MusicStop (lua_State *L);
//static int l_MusicFadeOut (lua_State *L);
//static int l_MusicFadeIn (lua_State *L);
@@ -787,6 +791,7 @@ BOOLEAN LuaInternalQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN
static int l_GiveQuestRewardPoint(lua_State *L);
BOOLEAN LuaExecuteStrategicEvent( UINT8 EventCallbackID, UINT32 uiTimeStamp, UINT32 uiTimeOffset, UINT8 ubEventType, UINT8 ubFlags, UINT32 EventParam, UINT32 Init);
BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
BOOLEAN LetLuaMusicControl(UINT8 Init);
static int l_CurrentSquad (lua_State *L);
static int l_SetgfTacticalTraversal (lua_State *L);
@@ -1281,6 +1286,12 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register(L, "PlayJA2Sample", l_PlayJA2Sample);
lua_register(L, "SetMusicMode", l_SetMusicMode );
lua_register(L, "MusicPlay", l_MusicPlay );
lua_register(L, "MusicIdPlay", l_MusicPlayId );
lua_register(L, "AddMusic", l_gAddMusic );
lua_register(L, "SetMusicID", l_SetMusicID );
lua_register(L, "GetMusicID", l_GetMusicID );
lua_register(L, "MusicSetVolume", l_MusicSetVolume );
lua_register(L, "MusicGetVolume", l_MusicGetVolume );
//lua_register(L, "MusicStop", l_MusicStop );
@@ -1591,6 +1602,25 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
}
BOOLEAN LetLuaMusicControl(UINT8 Init)
{
const char* filename = "scripts\\Music.lua";
LuaScopeState _LS(true);
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget );
if ( Init == 0 )
{
LuaFunction(_LS.L, "Music" ).Call(0);
}
return true;
}
//------------------- intro -----------
BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT32 iStringToUse )
@@ -5219,13 +5249,146 @@ static int l_MusicSetVolume (lua_State *L)
return 0;
}
static int l_SetMusicID (lua_State *L)
{
if ( lua_gettop(L) >= 4 )
{
INT16 x = lua_tointeger(L,1);
INT16 y = lua_tointeger(L,2);
INT16 z = lua_tointeger(L,3);
UINT8 MusicType = lua_tointeger(L,4);
if ( MusicType == 1 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalNothing[z] );
}
else if ( MusicType == 2 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalTensor[z] );
}
else if ( MusicType == 3 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalBattle[z] );
}
else if ( MusicType == 4 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalVictory[z] );
}
else if ( MusicType == 5 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalDeath[z] );
}
}
return 0;
}
static int l_GetMusicID (lua_State *L)
{
INT32 SoundID = -1;
if ( lua_gettop(L) >= 4 )
{
INT16 x = lua_tointeger(L,1);
INT16 y = lua_tointeger(L,2);
INT16 z = lua_tointeger(L,3);
UINT8 MusicType = lua_tointeger(L,4);
if ( MusicType == 1 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalNothing[z];
}
else if ( MusicType == 2 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalTensor[z];
}
else if ( MusicType == 3 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalBattle[z];
}
else if ( MusicType == 4 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalVictory[z];
}
}
lua_pushinteger(L, SoundID);
return 1;
}
static int l_gAddMusic(lua_State *L)
{
if ( lua_gettop(L) >= 5 )
{
INT16 x = lua_tointeger(L,1);
INT16 y = lua_tointeger(L,2);
INT16 z = lua_tointeger(L,3);
UINT8 MusicType = lua_tointeger(L,4);
INT32 SoundId = lua_tointeger(L,5);
/*
MUSIC_NONE 0
MUSIC_TACTICAL_NOTHING, 1
MUSIC_TACTICAL_ENEMYPRESENT,2
MUSIC_TACTICAL_BATTLE,3
MUSIC_TACTICAL_VICTORY,4
*/
if ( MusicType == 1 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
MusicSoundValues[SECTOR( x, y )].SoundTacticalNothing[z] = SoundId;
}
else if ( MusicType == 2 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
MusicSoundValues[SECTOR( x, y )].SoundTacticalTensor[z] = SoundId;
}
else if ( MusicType == 3 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
MusicSoundValues[SECTOR( x, y )].SoundTacticalBattle[z] = SoundId;
}
else if ( MusicType == 4 )
{
if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
MusicSoundValues[SECTOR( x, y )].SoundTacticalVictory[z] = SoundId;
}
}
return 0;
}
static int l_MusicPlay (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
UINT32 uiNum = lua_tointeger(L,1);
MusicPlay( uiNum );
MusicPlay( uiNum, MUSIC_OLD_TYPE, FALSE);
}
return 0;
}
static int l_MusicPlayId (lua_State *L)
{
if ( lua_gettop(L) >= 2 )
{
UINT32 uiNum = lua_tointeger(L,1);
UINT32 uiType = lua_tointeger(L,2);
if (uiType>=1 || uiType<=5 )
MusicPlay( uiNum, uiType, TRUE);
}
return 0;
}
+1
View File
@@ -82,4 +82,5 @@ extern BOOLEAN LetLuaMakeBadSectorListFromMapsOnHardDrive(UINT8 Init);
extern BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT32 iStringToUse);
extern BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
extern BOOLEAN LetLuaMusicControl(UINT8 Init);
#endif
+9
View File
@@ -2282,6 +2282,10 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// ATE; Fade FA.T....
SetMusicFadeSpeed( 5 );
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
@@ -4464,6 +4468,11 @@ void AllMercsHaveWalkedOffSector( )
// ATE; Fade FAST....
SetMusicFadeSpeed( 5 );
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
}
+11 -1
View File
@@ -46,6 +46,7 @@
#include "ub_config.h"
#endif
#include "Music Control.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -909,14 +910,23 @@ void HandleFirstHeliDropOfGame( )
#ifdef ENABLE_ZOMBIES
UseCreatureMusic(HostileZombiesPresent());
#endif
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
}
else
{
// Say quote.....
SayQuoteFromAnyBodyInSector( QUOTE_MERC_REACHED_DESTINATION );
// Start music
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
//SetMusicMode( MUSIC_TACTICAL_VICTORY );
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
+30 -2
View File
@@ -117,6 +117,7 @@
#include "LuaInitNPCs.h"
#include "Interface.h"
#include "Vehicles.h"
#include "Music Control.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
@@ -5885,6 +5886,10 @@ void CommonEnterCombatModeCode( )
// Say quote.....
// Change music modes
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ]);
else
SetMusicMode( MUSIC_TACTICAL_BATTLE );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode done");
@@ -6047,6 +6052,10 @@ void ExitCombatMode( )
UseCreatureMusic(HostileZombiesPresent());
#endif
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
BetweenTurnsVisibilityAdjustments();
@@ -6109,8 +6118,12 @@ void SetEnemyPresence( )
#ifdef ENABLE_ZOMBIES
UseCreatureMusic(HostileZombiesPresent());
#endif
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
sniperwarning = FALSE;
biggunwarning = FALSE;
@@ -6450,7 +6463,10 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
#ifdef ENABLE_ZOMBIES
UseCreatureMusic(HostileZombiesPresent());
#endif
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
return( TRUE );
@@ -6905,6 +6921,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
}
// Play death music
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_DEATH );
SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE );
@@ -7058,6 +7078,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
// Change music modes
if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
{
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_VICTORY );
// OJW - 20081222 - dont auto-bandage if networked
@@ -7107,6 +7131,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
else
{
// Change to nothing music...
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_NOTHING );
// OJW - 20081222 - dont auto bandage if networked
if (!is_networked)
+6
View File
@@ -54,6 +54,8 @@
#include "Ja25_Tactical.h"
#endif
#include "Music Control.h"
#include "connect.h"
#include "../ModularizedTacticalAI/include/Plan.h"
#include "../ModularizedTacticalAI/include/PlanFactoryLibrary.h"
@@ -3620,6 +3622,10 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN
// If we are NOT in any music mode...
if ( GetMusicMode() == MUSIC_NONE )
{
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_BATTLE );
}
}
+211 -15
View File
@@ -29,9 +29,14 @@ static UINT8 gubOldMusicMode = 0;
static INT8 gbVictorySongCount = 0;
static INT8 gbDeathSongCount = 0;
static INT8 bNothingModeSong;
static INT8 bEnemyModeSong;
static INT8 bBattleModeSong;
static INT32 bNothingModeSong;
static INT32 bEnemyModeSong;
static INT32 bBattleModeSong;
static INT32 NewSoundID;
static BOOLEAN SetSoundID = FALSE;
static INT32 gubOldMusicMode2 = 0;
static BOOLEAN gfUseCreatureMusic = FALSE;
@@ -59,6 +64,7 @@ CHAR8 *szMusicList[NUM_MUSIC]=
"MUSIC\\tensor B",
"MUSIC\\creepy",
"MUSIC\\creature battle",
"MUSIC",
};
BOOLEAN StartMusicBasedOnMode(void);
@@ -68,6 +74,9 @@ BOOLEAN MusicStop(void);
BOOLEAN MusicFadeOut(void);
BOOLEAN MusicFadeIn(void);
MUSIC_SOUND_VALUES MusicSoundValues[256];
INT32 GlobalSoundID;
//extern void HandleEndDemoInCreatureLevel( );
//BOOLEAN NoEnemiesInSight( )
@@ -104,7 +113,7 @@ BOOLEAN MusicFadeIn(void);
// Returns: TRUE if the music was started, FALSE if an error occurred
//
//********************************************************************************
BOOLEAN MusicPlay(UINT32 uiNum)
BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound )
{
// WANNE: We want music in windowed mode
//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
@@ -126,9 +135,40 @@ BOOLEAN MusicPlay(UINT32 uiNum)
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "About to call SoundPlayStreamedFile" );
// Lesh: patch to allow playback ogg files
if ( NewSound == FALSE && MusicMode == MUSIC_OLD_TYPE )
{
sprintf( zFileName, "%s.ogg", szMusicList[uiNum] );
if ( !FileExists( zFileName ) )
sprintf( zFileName, "%s.wav", szMusicList[uiNum] );
}
else if ( NewSound == TRUE )
{
//sprintf( zFileName, szMusicList[15] );
if ( MusicMode == MUSIC_TACTICAL_NOTHING )
{
sprintf( zFileName, "%s\\NOTHING_%d.ogg", szMusicList[15], uiNum);
if ( !FileExists( zFileName ) )
sprintf( zFileName, "%s\\NOTHING_%d.wav", szMusicList[15], uiNum );
}
else if ( MusicMode == MUSIC_TACTICAL_ENEMYPRESENT )
{
sprintf( zFileName, "%s\\TENSOR_%d.ogg", szMusicList[15], uiNum);
if ( !FileExists( zFileName ) )
sprintf( zFileName, "%s\\TENSOR_%d.wav", szMusicList[15], uiNum );
}
else if ( MusicMode == MUSIC_TACTICAL_BATTLE )
{
sprintf( zFileName, "%s\\BATTLE_%d.ogg", szMusicList[15], uiNum);
if ( !FileExists( zFileName ) )
sprintf( zFileName, "%s\\BATTLE_%d.wav", szMusicList[15], uiNum );
}
else if ( MusicMode == MUSIC_TACTICAL_VICTORY )
{
sprintf( zFileName, "%s\\TRIUMPH_%d.ogg", szMusicList[15], uiNum);
if ( !FileExists( zFileName ) )
sprintf( zFileName, "%s\\TRIUMPH_%d.wav", szMusicList[15], uiNum );
}
}
uiMusicHandle = SoundPlayStreamedFile(zFileName, &spParms);
@@ -370,11 +410,74 @@ BOOLEAN MusicPoll(BOOLEAN /*fForce*/)
return TRUE;
}
static BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID, BOOLEAN fForce)
{
static INT8 bPreviousMode = 0;
static INT32 bPreviousMusic = 0;
// OK, check if we want to restore
if (ubMusicMode == MUSIC_RESTORE)
{
if (bPreviousMode == MUSIC_TACTICAL_VICTORY || bPreviousMode == MUSIC_TACTICAL_DEATH)
{
bPreviousMode = MUSIC_TACTICAL_NOTHING;
}
ubMusicMode = bPreviousMode;
SoundID = bPreviousMusic;
GlobalSoundID = SoundID;
}
else
{
// Save previous mode...
bPreviousMode = gubOldMusicMode;
bPreviousMusic = SoundID;
GlobalSoundID = SoundID;
}
// if different, start a new music song
//if ( ( fForce || gubOldMusicMode != ubMusicMode ) && SoundID != -1)
if ( fForce || SoundID != -1 )
{
// Set mode....
gubMusicMode = ubMusicMode;
NewSoundID = SoundID;
GlobalSoundID = SoundID;
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music New Mode %d %d", uiMusicHandle, gubMusicMode ) );
gbVictorySongCount = 0;
gbDeathSongCount = 0;
if(uiMusicHandle != NO_SAMPLE)
{
// Fade out old music
MusicFadeOut();
}
else
{
// Change music!
StartMusicBasedOnMode();
}
}
gubOldMusicMode = gubMusicMode;
gubOldMusicMode2 = SoundID;
return TRUE;
}
static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
{
static INT8 bPreviousMode = 0;
SetSoundID = FALSE;
//GlobalSoundID = -1;
if ( SetSoundID == FALSE )
NewSoundID = -1;
// OK, check if we want to restore
if (ubMusicMode == MUSIC_RESTORE)
{
@@ -383,7 +486,22 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
bPreviousMode = MUSIC_TACTICAL_NOTHING;
}
if ( GlobalSoundID == -1 )
{
SetSoundID = FALSE;
GlobalSoundID = -1;
NewSoundID = -1;
}
else if ( GlobalSoundID != -1)
{
SetSoundID = TRUE;
NewSoundID = gubOldMusicMode2;
GlobalSoundID = NewSoundID;
}
ubMusicMode = bPreviousMode;
}
else
{
@@ -392,7 +510,7 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
}
// if different, start a new music song
if (fForce || gubOldMusicMode != ubMusicMode)
if (fForce || gubOldMusicMode != ubMusicMode || GlobalSoundID == -1 || SetSoundID == TRUE )
{
// Set mode....
gubMusicMode = ubMusicMode;
@@ -442,12 +560,12 @@ static BOOLEAN StartMusicBasedOnMode(void)
case MUSIC_MAIN_MENU:
// ATE: Don't fade in
gbFadeSpeed = (INT8)uiMusicVolume;
MusicPlay(MENUMIX_MUSIC);
MusicPlay(MENUMIX_MUSIC,MUSIC_OLD_TYPE,FALSE);
break;
case MUSIC_LAPTOP:
gbFadeSpeed = (INT8)uiMusicVolume;
MusicPlay(MARIMBAD2_MUSIC);
MusicPlay(MARIMBAD2_MUSIC,MUSIC_OLD_TYPE,FALSE);
break;
case MUSIC_TACTICAL_NOTHING:
@@ -455,11 +573,30 @@ static BOOLEAN StartMusicBasedOnMode(void)
gbFadeSpeed = (INT8)uiMusicVolume;
if(gfUseCreatureMusic)
{
MusicPlay(CREEPY_MUSIC);
if ( NewSoundID == -1)
{
SetSoundID = FALSE;
MusicPlay(CREEPY_MUSIC,MUSIC_OLD_TYPE,FALSE);
}
else
{
SetSoundID = TRUE;
MusicPlay(NewSoundID,MUSIC_TACTICAL_NOTHING,TRUE);
}
}
else
{
MusicPlay(bNothingModeSong);
if ( NewSoundID == -1)
{
SetSoundID = FALSE;
MusicPlay(bNothingModeSong,MUSIC_OLD_TYPE,FALSE);
}
else
{
SetSoundID = TRUE;
MusicPlay(NewSoundID,MUSIC_TACTICAL_NOTHING,TRUE);
}
bNothingModeSong = (INT8) (NOTHING_A_MUSIC + Random(4));
}
break;
@@ -469,11 +606,29 @@ static BOOLEAN StartMusicBasedOnMode(void)
gbFadeSpeed = (INT8)uiMusicVolume;
if(gfUseCreatureMusic)
{
MusicPlay(CREEPY_MUSIC);
if ( NewSoundID == -1)
{
SetSoundID = FALSE;
MusicPlay(CREEPY_MUSIC,MUSIC_OLD_TYPE,FALSE);
}
else
{
MusicPlay(bEnemyModeSong);
SetSoundID = TRUE;
MusicPlay(NewSoundID,MUSIC_TACTICAL_ENEMYPRESENT,TRUE);
}
}
else
{
if ( NewSoundID == -1)
{
SetSoundID = FALSE;
MusicPlay(bEnemyModeSong,MUSIC_OLD_TYPE,FALSE);
}
else
{
SetSoundID = TRUE;
MusicPlay(NewSoundID,MUSIC_TACTICAL_ENEMYPRESENT,TRUE);
}
bEnemyModeSong = (INT8) (TENSOR_A_MUSIC + Random(3));
}
break;
@@ -483,11 +638,29 @@ static BOOLEAN StartMusicBasedOnMode(void)
gbFadeSpeed = (INT8)uiMusicVolume;
if(gfUseCreatureMusic)
{
MusicPlay(CREATURE_BATTLE_MUSIC);
if ( NewSoundID == -1)
{
SetSoundID = FALSE;
MusicPlay(CREATURE_BATTLE_MUSIC,MUSIC_OLD_TYPE,FALSE);
}
else
{
SetSoundID = TRUE;
MusicPlay(NewSoundID,MUSIC_TACTICAL_BATTLE,TRUE);
}
}
else
{
MusicPlay(bBattleModeSong);
if ( NewSoundID == -1)
{
SetSoundID = FALSE;
MusicPlay(bBattleModeSong,MUSIC_OLD_TYPE,FALSE);
}
else
{
SetSoundID = TRUE;
MusicPlay(NewSoundID,MUSIC_TACTICAL_BATTLE,TRUE);
}
}
bBattleModeSong = (INT8) (BATTLE_A_MUSIC + Random(2));
break;
@@ -496,7 +669,16 @@ static BOOLEAN StartMusicBasedOnMode(void)
// ATE: Don't fade in EnemyPresent...
gbFadeSpeed = (INT8)uiMusicVolume;
MusicPlay(TRIUMPH_MUSIC);
if ( NewSoundID == -1)
{
SetSoundID = FALSE;
MusicPlay(TRIUMPH_MUSIC,MUSIC_OLD_TYPE,FALSE);
}
else
{
SetSoundID = TRUE;
MusicPlay(NewSoundID,MUSIC_TACTICAL_VICTORY,TRUE);
}
gbVictorySongCount++;
if(gfUseCreatureMusic && !gbWorldSectorZ)
@@ -510,7 +692,16 @@ static BOOLEAN StartMusicBasedOnMode(void)
// ATE: Don't fade in EnemyPresent...
gbFadeSpeed = (INT8)uiMusicVolume;
MusicPlay(DEATH_MUSIC);
if ( NewSoundID == -1)
{
SetSoundID = FALSE;
MusicPlay(DEATH_MUSIC,MUSIC_OLD_TYPE,FALSE);
}
else
{
SetSoundID = TRUE;
MusicPlay(NewSoundID,MUSIC_TACTICAL_DEATH,TRUE);
}
gbDeathSongCount++;
break;
@@ -527,6 +718,11 @@ BOOLEAN SetMusicMode(UINT8 ubMusicMode)
return SetMusicMode(ubMusicMode, FALSE);
}
BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID)
{
return SetMusicModeID(ubMusicMode, SoundID, FALSE);
}
static void MusicStopCallback(void *pData)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music EndCallback %d %d", uiMusicHandle, gubMusicMode ) );
+19 -1
View File
@@ -18,6 +18,7 @@ enum MusicList
BATTLE_B_MUSIC, //same as tensor B
CREEPY_MUSIC,
CREATURE_BATTLE_MUSIC,
MUSIC_DIR,
NUM_MUSIC
};
@@ -32,8 +33,23 @@ enum MusicMode
MUSIC_TACTICAL_VICTORY,
MUSIC_TACTICAL_DEATH,
MUSIC_LAPTOP,
MUSIC_OLD_TYPE,
};
typedef struct
{
UINT16 uiIndex;
INT32 SoundTacticalVictory[4];
INT32 SoundTacticalBattle[4];
INT32 SoundTacticalNothing[4];
INT32 SoundTacticalTensor[4];
INT32 SoundTacticalDeath[4];
} MUSIC_SOUND_VALUES;
extern MUSIC_SOUND_VALUES MusicSoundValues[256];
extern INT32 GlobalSoundID;
//extern UINT32 uiMusicHandle;
//extern BOOLEAN fMusicPlaying;
//extern UINT8 gubMusicMode;
@@ -43,7 +59,9 @@ UINT8 GetMusicMode(void);
BOOLEAN SetMusicMode(UINT8 ubMusicMode);
// only for editor (editscreen.cpp)
BOOLEAN MusicPlay(UINT32 uiNum);
BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound);
BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID);
UINT32 MusicGetVolume(void);
BOOLEAN MusicSetVolume(UINT32 uiVolume);