- 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
+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 ) );