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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
This commit is contained in:
+30
-2
@@ -117,6 +117,7 @@
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#include "LuaInitNPCs.h"
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#include "Interface.h"
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#include "Vehicles.h"
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#include "Music Control.h"
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#ifdef JA2UB
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#include "Ja25 Strategic Ai.h"
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#include "Ja25_Tactical.h"
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@@ -5885,6 +5886,10 @@ void CommonEnterCombatModeCode( )
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// Say quote.....
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// Change music modes
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ]);
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else
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SetMusicMode( MUSIC_TACTICAL_BATTLE );
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode done");
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@@ -6047,6 +6052,10 @@ void ExitCombatMode( )
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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BetweenTurnsVisibilityAdjustments();
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@@ -6109,8 +6118,12 @@ void SetEnemyPresence( )
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
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sniperwarning = FALSE;
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biggunwarning = FALSE;
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@@ -6450,7 +6463,10 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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return( TRUE );
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@@ -6905,6 +6921,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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}
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// Play death music
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_DEATH );
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SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE );
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@@ -7058,6 +7078,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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// Change music modes
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if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
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{
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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// OJW - 20081222 - dont auto-bandage if networked
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@@ -7107,6 +7131,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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else
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{
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// Change to nothing music...
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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// OJW - 20081222 - dont auto bandage if networked
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if (!is_networked)
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