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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- separated the game-dependent music lookup parts from the core player.
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3 changed files with 177 additions and 111 deletions
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@ -72,6 +72,7 @@
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// MACROS ------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern float S_GetMusicVolume (const char *music);
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@ -86,11 +87,26 @@ static FPlayList PlayList;
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float relative_volume = 1.f;
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float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function
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static FileReader DefaultOpenMusic(const char* fn)
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{
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// This is the minimum needed to make the music system functional.
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FileReader fr;
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fr.OpenFile(fn);
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return fr;
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}
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static MusicCallbacks mus_cb = { nullptr, DefaultOpenMusic };
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// CODE --------------------------------------------------------------------
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void S_SetMusicCallbacks(MusicCallbacks* cb)
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{
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mus_cb = *cb;
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if (mus_cb.OpenMusic == nullptr) mus_cb.OpenMusic = DefaultOpenMusic; // without this we are dead in the water.
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}
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//==========================================================================
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//
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//
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@ -293,33 +309,24 @@ bool S_StartMusic (const char *m_id)
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//
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// S_ChangeMusic
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//
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// Starts playing a music, possibly looping.
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// initiates playback of a song
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//
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// [RH] If music is a MOD, starts it at position order. If name is of the
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// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
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// specified, it will only be played if the specified CD is in a drive.
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//==========================================================================
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bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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{
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if (nomusic) return false; // skip the entire procedure if music is globally disabled.
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if (!force && PlayList.GetNumSongs())
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{ // Don't change if a playlist is active
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return false;
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}
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// allow specifying "*" as a placeholder to play the level's default music.
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if (musicname != nullptr && !strcmp(musicname, "*"))
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// Do game specific lookup.
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FString musicname_;
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if (mus_cb.LookupFileName)
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{
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if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
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{
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musicname = primaryLevel->Music;
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order = primaryLevel->musicorder;
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}
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else
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{
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musicname = nullptr;
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}
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musicname_ = mus_cb.LookupFileName(musicname, order);
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musicname = musicname_.GetChars();
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}
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if (musicname == nullptr || musicname[0] == 0)
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@ -330,35 +337,10 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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mus_playing.LastSong = "";
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return true;
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}
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if (*musicname == '/') musicname++;
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FString DEH_Music;
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if (musicname[0] == '$')
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{
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// handle dehacked replacement.
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// Any music name defined this way needs to be prefixed with 'D_' because
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// Doom.exe does not contain the prefix so these strings don't either.
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const char * mus_string = GStrings[musicname+1];
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if (mus_string != nullptr)
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{
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DEH_Music << "D_" << mus_string;
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musicname = DEH_Music;
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}
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}
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FName *aliasp = MusicAliases.CheckKey(musicname);
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if (aliasp != nullptr)
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{
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if (*aliasp == NAME_None)
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{
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return true; // flagged to be ignored
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}
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musicname = aliasp->GetChars();
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}
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if (!mus_playing.name.IsEmpty() &&
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mus_playing.handle != nullptr &&
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stricmp (mus_playing.name, musicname) == 0 &&
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stricmp(mus_playing.name, musicname) == 0 &&
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ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping))
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{
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if (order != mus_playing.baseorder)
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@ -380,79 +362,46 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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return true;
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}
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if (strnicmp (musicname, ",CD,", 4) == 0)
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int lumpnum = -1;
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int length = 0;
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ZMusic_MusicStream handle = nullptr;
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MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname);
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// Strip off any leading file:// component.
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if (strncmp(musicname, "file://", 7) == 0)
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{
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static bool warned = false;
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if (!warned)
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Printf(TEXTCOLOR_RED "CD Audio no longer supported\n");
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warned = true;
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return false;
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musicname += 7;
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}
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// opening the music must be done by the game because it's different depending on the game's file system use.
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FileReader reader = mus_cb.OpenMusic(musicname);
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if (!reader.isOpen()) return false;
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// shutdown old music
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S_StopMusic(true);
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// Just record it if volume is 0 or music was disabled
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if (snd_musicvolume <= 0)
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{
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mus_playing.loop = looping;
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mus_playing.name = musicname;
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mus_playing.baseorder = order;
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mus_playing.LastSong = musicname;
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return true;
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}
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// load & register it
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if (handle != nullptr)
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{
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mus_playing.handle = handle;
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}
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else
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{
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int lumpnum = -1;
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int length = 0;
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ZMusic_MusicStream handle = nullptr;
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MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
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// Strip off any leading file:// component.
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if (strncmp(musicname, "file://", 7) == 0)
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auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
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mus_playing.handle = ZMusic_OpenSong(mreader, devp ? (EMidiDevice)devp->device : MDEV_DEFAULT, devp ? devp->args.GetChars() : "");
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if (mus_playing.handle == nullptr)
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{
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musicname += 7;
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}
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FileReader reader;
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if (!FileExists (musicname))
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{
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if ((lumpnum = fileSystem.CheckNumForFullName (musicname, true, ns_music)) == -1)
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{
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Printf ("Music \"%s\" not found\n", musicname);
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return false;
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}
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if (handle == nullptr)
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{
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if (fileSystem.FileLength (lumpnum) == 0)
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{
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return false;
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}
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reader = fileSystem.ReopenFileReader(lumpnum);
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}
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}
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else
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{
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// Load an external file.
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if (!reader.OpenFile(musicname))
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{
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return false;
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}
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}
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// shutdown old music
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S_StopMusic (true);
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// Just record it if volume is 0 or music was disabled
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if (snd_musicvolume <= 0)
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{
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mus_playing.loop = looping;
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mus_playing.name = musicname;
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mus_playing.baseorder = order;
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mus_playing.LastSong = musicname;
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return true;
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}
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// load & register it
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if (handle != nullptr)
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{
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mus_playing.handle = handle;
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}
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else
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{
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auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
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mus_playing.handle = ZMusic_OpenSong(mreader, devp? (EMidiDevice)devp->device : MDEV_DEFAULT, devp? devp->args.GetChars() : "");
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if (mus_playing.handle == nullptr)
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{
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Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
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Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
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}
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@ -475,6 +424,7 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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return false;
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}
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//==========================================================================
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//
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// S_RestartMusic
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@ -7,6 +7,15 @@
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#include "name.h"
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#include <zmusic.h>
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class FileReader;
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struct MusicCallbacks
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{
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FString(*LookupFileName)(const char* fn, int &order);
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FileReader(*OpenMusic)(const char* fn);
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};
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void S_SetMusicCallbacks(MusicCallbacks* cb);
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void S_CreateStream();
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void S_PauseStream(bool pause);
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void S_StopStream();
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@ -22,6 +31,8 @@ void S_ResetMusic ();
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bool S_StartMusic (const char *music_name);
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// Start music using <music_name>, and set whether looping
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bool S_SetupMusic(const char* musicname, int order, bool looping, FileReader(*OpenMusic)(const char* filename));
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bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false);
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void S_RestartMusic ();
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@ -97,6 +97,105 @@ public:
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void PrintSoundList();
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};
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//==========================================================================
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//
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// LookupMusic
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//
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// resolves aliases and special names
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//
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//==========================================================================
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static FString LookupMusic(const char* musicname, int& order)
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{
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if (strnicmp(musicname, ",CD,", 4) == 0)
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{
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static bool warned = false;
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if (!warned)
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Printf(TEXTCOLOR_RED "CD Audio no longer supported\n");
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warned = true;
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return "";
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}
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// allow specifying "*" as a placeholder to play the level's default music.
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if (musicname != nullptr && !strcmp(musicname, "*"))
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{
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if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
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{
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musicname = primaryLevel->Music.GetChars();
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order = primaryLevel->musicorder;
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}
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else
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{
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musicname = nullptr;
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}
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}
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if (musicname == nullptr || musicname[0] == 0)
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{
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// got nothing, return nothing.
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return "";
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}
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if (*musicname == '/') musicname++;
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FString DEH_Music;
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if (musicname[0] == '$')
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{
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// handle dehacked replacement.
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// Any music name defined this way needs to be prefixed with 'D_' because
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// Doom.exe does not contain the prefix so these strings don't either.
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const char* mus_string = GStrings[musicname + 1];
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if (mus_string != nullptr)
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{
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DEH_Music << "D_" << mus_string;
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musicname = DEH_Music;
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}
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}
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FName* aliasp = MusicAliases.CheckKey(musicname);
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if (aliasp != nullptr)
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{
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if (*aliasp == NAME_None)
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{
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order = -1;
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return ""; // flagged to be ignored
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}
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musicname = aliasp->GetChars();
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}
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return musicname;
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}
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//==========================================================================
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//
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// OpenMusic
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//
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// opens a FileReader for the music - used as a callback to keep
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// implementation details out of the core player.
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//
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//==========================================================================
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static FileReader OpenMusic(const char* musicname)
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{
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FileReader reader;
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if (!FileExists(musicname))
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{
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int lumpnum;
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if ((lumpnum = fileSystem.CheckNumForFullName(musicname, true, ns_music)) == -1)
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{
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Printf("Music \"%s\" not found\n", musicname);
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}
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else if (fileSystem.FileLength(lumpnum) != 0)
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{
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reader = fileSystem.ReopenFileReader(lumpnum);
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}
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}
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else
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{
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// Load an external file.
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reader.OpenFile(musicname);
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}
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return reader;
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}
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//==========================================================================
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//
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// S_Init
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void S_Init()
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{
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// Hook up the music player with the engine specific customizations.
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static MusicCallbacks cb = { LookupMusic, OpenMusic };
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S_SetMusicCallbacks(&cb);
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// Must be up before I_InitSound.
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if (!soundEngine)
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{
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@ -1438,3 +1541,5 @@ ADD_STAT (sound)
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{
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return GSnd->GatherStats ();
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}
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