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Fade out music upon dying or level change: 2.1 frontport
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parent
8afaaa80a1
commit
7346684bd8
5 changed files with 50 additions and 6 deletions
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@ -89,6 +89,7 @@ extern INT32 lastwipetic;
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void F_WipeStartScreen(void);
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void F_WipeEndScreen(void);
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void F_RunWipe(UINT8 wipetype, boolean drawMenu);
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tic_t F_GetWipeLength(UINT8 wipetype);
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enum
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{
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27
src/f_wipe.c
27
src/f_wipe.c
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@ -378,3 +378,30 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
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WipeInAction = false;
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#endif
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}
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/** Returns tic length of wipe
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* One lump equals one tic
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*/
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tic_t F_GetWipeLength(UINT8 wipetype)
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{
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#ifdef NOWIPE
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return 0;
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#else
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static char lumpname[10] = "FADEmmss";
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lumpnum_t lumpnum;
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UINT8 wipeframe;
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if (wipetype > 99)
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return 0;
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for (wipeframe = 0; wipeframe < 100; wipeframe++)
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{
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sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)wipetype, (UINT16)wipeframe);
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lumpnum = W_CheckNumForName(lumpname);
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if (lumpnum == LUMPERROR)
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return --wipeframe;
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}
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return --wipeframe;
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#endif
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}
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@ -1305,6 +1305,7 @@ static menuitem_t OP_SoundOptionsMenu[] =
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{IT_HEADER, NULL, "Advanced", NULL, 103}, // 50
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{IT_STRING | IT_CVAR, NULL, "Closed Captioning", &cv_closedcaptioning, 115}, // 56
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{IT_STRING | IT_CVAR, NULL, "Reset Music Upon Dying", &cv_resetmusic, 127}, // 62
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};
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static menuitem_t OP_DataOptionsMenu[] =
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@ -2693,6 +2693,12 @@ boolean P_SetupLevel(boolean skipprecip)
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S_StartSound(NULL, sfx_s3kaf);
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// Fade music! Time it to S3KAF: 0.25 seconds is snappy.
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if (cv_resetmusic.value ||
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strnicmp(S_MusicName(),
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(mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap-1]->musname : mapmusname, 7))
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S_FadeOutStopMusic(MUSICRATE/4); //FixedMul(FixedDiv(F_GetWipeLength(wipedefs[wipe_speclevel_towhite])*NEWTICRATERATIO, NEWTICRATE), MUSICRATE)
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 0);
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@ -2700,6 +2706,7 @@ boolean P_SetupLevel(boolean skipprecip)
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F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
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nowtime = lastwipetic;
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// Hold on white for extra effect.
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while (nowtime < endtime)
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{
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@ -2720,14 +2727,17 @@ boolean P_SetupLevel(boolean skipprecip)
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if (!titlemapinaction)
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{
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// As oddly named as this is, this handles music only.
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// We should be fine starting it here.
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S_Start();
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// Let's fade to black here
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// But only if we didn't do the special stage wipe
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if (rendermode != render_none && !ranspecialwipe)
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{
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// Fade out music here. Deduct 2 tics so the fade volume actually reaches 0
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if (cv_resetmusic.value ||
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strnicmp(S_MusicName(),
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(mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap-1]->musname : mapmusname, 7))
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S_FadeOutStopMusic(FixedMul(
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FixedDiv((F_GetWipeLength(wipedefs[wipe_level_toblack])-2)*NEWTICRATERATIO, NEWTICRATE), MUSICRATE));
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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@ -2735,6 +2745,10 @@ boolean P_SetupLevel(boolean skipprecip)
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F_RunWipe(wipedefs[wipe_level_toblack], false);
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}
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// As oddly named as this is, this handles music only.
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// We should be fine starting it here.
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S_Start();
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if (ranspecialwipe == 2)
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{
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pausedelay = -3; // preticker plus one
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@ -104,7 +104,7 @@ consvar_t cv_closedcaptioning = {"closedcaptioning", "Off", CV_SAVE|CV_CALL, CV_
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consvar_t cv_numChannels = {"snd_channels", "32", CV_SAVE|CV_CALL, CV_Unsigned, SetChannelsNum, 0, NULL, NULL, 0, 0, NULL};
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static consvar_t surround = {"surround", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_resetmusic = {"resetmusic", "No", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_resetmusic = {"resetmusic", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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// Sound system toggles, saved into the config
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consvar_t cv_gamedigimusic = {"digimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameDigiMusic_OnChange, 0, NULL, NULL, 0, 0, NULL};
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@ -1613,7 +1613,8 @@ void S_ChangeMusicEx(const char *mmusic, UINT16 mflags, boolean looping, UINT32
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return;
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}
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if (prefadems && S_MusicPlaying()) // queue music change for after fade // allow even if the music is the same
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if (prefadems) // queue music change for after fade // allow even if the music is the same
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// && S_MusicPlaying() // Let the delay happen even if we're not playing music
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{
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CONS_Debug(DBG_DETAILED, "Now fading out song %s\n", music_name);
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S_QueueMusic(newmusic, mflags, looping, position, fadeinms);
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