- 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
+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());