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- 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
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@@ -1330,6 +1330,29 @@ BackupBRandEncyclopedia ( gBriefingRoomData, gBriefingRoomDataBackup, 0);
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{
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gAimOldArchives[p-1].FaceID=-1;
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}
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UINT32 iloop;
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UINT32 zloop;
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for(iloop=0; iloop<256; iloop++)
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{
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for(zloop=0; zloop<4; zloop++)
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{
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MusicSoundValues[iloop].uiIndex = iloop;
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MusicSoundValues[iloop].SoundTacticalVictory[zloop] = -1;
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MusicSoundValues[iloop].SoundTacticalBattle[zloop] = -1;
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MusicSoundValues[iloop].SoundTacticalNothing[zloop] = -1;
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MusicSoundValues[iloop].SoundTacticalTensor[zloop] = -1;
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MusicSoundValues[iloop].SoundTacticalDeath[zloop] = -1;
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}
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}
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CHAR8 zFileName[255];
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sprintf( zFileName, "scripts\\Music.lua" );
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if (FileExists( zFileName ) )
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{
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LetLuaMusicControl(0);
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}
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LuaState::INIT(lua::LUA_STATE_STRATEGIC_MINES_AND_UNDERGROUND, true);
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g_luaUnderground.LoadScript(GetLanguagePrefix());
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