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Only restart current music if its lump ID changed
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parent
2876a02466
commit
c6477ee32f
3 changed files with 25 additions and 4 deletions
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@ -1353,6 +1353,7 @@ void S_InitSfxChannels(INT32 sfxVolume)
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/// ------------------------
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static char music_name[7]; // up to 6-character name
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static lumpnum_t music_lump;
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static void *music_data;
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static UINT16 music_flags;
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static boolean music_looping;
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@ -1985,6 +1986,17 @@ static musicstack_t *S_GetMusicStackEntry(UINT16 status, boolean fromfirst, INT1
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return NULL;
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}
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boolean S_CheckDeletedMusic(void)
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{
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if (music_lump != S_GetMusicLumpNum(music_name))
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{
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S_StopMusic();
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return true;
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}
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return false;
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}
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void S_RetainMusic(const char *mname, UINT16 mflags, boolean looping, UINT32 position, UINT16 status)
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{
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musicstack_t *mst;
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@ -2150,12 +2162,12 @@ static boolean S_LoadMusic(const char *mname)
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// load & register it
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mdata = W_CacheLumpNum(mlumpnum, PU_MUSIC);
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if (I_LoadSong(mdata, W_LumpLength(mlumpnum)))
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{
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strncpy(music_name, mname, 7);
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music_name[6] = 0;
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music_data = mdata;
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music_lump = mlumpnum;
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return true;
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}
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else
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@ -2325,6 +2337,8 @@ void S_StopMusic(void)
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I_StopSong();
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S_UnloadMusic(); // for now, stopping also means you unload the song
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music_lump = LUMPERROR;
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if (cv_closedcaptioning.value)
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{
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if (closedcaptions[0].s-S_sfx == sfx_None)
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@ -127,6 +127,8 @@ void S_StopSounds(void);
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void S_ClearSfx(void);
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void S_PlayMapMusic(boolean reset);
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boolean S_CheckDeletedMusic(void);
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//
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// Basically a W_GetNumForName that adds "ds" at the beginning of the string. Returns a lumpnum.
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//
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@ -1259,6 +1259,9 @@ void W_UnloadWadFile(UINT16 num)
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W_ClearCachedData();
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if (is_important)
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S_StopMusic();
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W_UnloadFile(wadfiles[num]);
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wadfiles[num] = NULL;
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@ -1272,10 +1275,13 @@ void W_UnloadWadFile(UINT16 num)
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HU_LoadGraphics();
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ST_LoadGraphics();
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ST_ReloadSkinFaceGraphics();
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if (S_CheckDeletedMusic())
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S_PlayMapMusic(true);
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return;
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}
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S_CheckDeletedMusic();
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D_ReloadFiles();
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G_LoadGameData(clientGamedata);
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@ -1286,10 +1292,9 @@ void W_UnloadWadFile(UINT16 num)
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void W_ClearCachedData(void)
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{
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// Stop all sounds, stop current music
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// Stop all sounds
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S_StopSounds();
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S_ClearSfx();
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S_StopMusic();
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// Unload HUD graphics
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ST_UnloadGraphics();
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