- Added a wrapper that takes care of determining the file type of audio files.

- Fix: 'hit' sounds of non-profile NPCs were not played correctly

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8580 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-07-21 15:02:44 +00:00
parent 69aeea0679
commit d66bdad9e3
7 changed files with 101 additions and 337 deletions
+5 -18
View File
@@ -151,20 +151,13 @@ BOOLEAN MusicPlay(UINT32 uiNum)
if ( NewSound == FALSE && MusicMode == MUSIC_OLD_TYPE )
{
#endif
sprintf( zFileName, "%s.mp3", szMusicList[uiNum] );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName, "%s.ogg", szMusicList[uiNum] );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName, "%s.wav", szMusicList[uiNum] );
}
}
SoundFileExists( szMusicList[uiNum], zFileName );
#ifdef NEWMUSIC
}
else if ( NewSound == TRUE )
{
CHAR8 modstr[32] = "";
CHAR8 modstr2[164] = "";
switch ( MusicMode )
{
@@ -176,16 +169,10 @@ BOOLEAN MusicPlay(UINT32 uiNum)
case MUSIC_TACTICAL_CREEPY_MUSIC: sprintf( modstr, "CREEPY_" ); break;
default: break;
}
sprintf( modstr2, "%s\\%s%d", szMusicList[15], modstr, uiNum );
sprintf( zFileName, "%s\\%s%d.ogg", szMusicList[15], modstr, uiNum );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName, "%s\\%s%d.wav", szMusicList[15], modstr, uiNum );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName, "%s\\%s%d.mp3", szMusicList[15], modstr, uiNum );
}
}
SoundFileExists( modstr2, zFileName );
}
#endif
uiMusicHandle = SoundPlayStreamedFile(zFileName, &spParms);