mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 11:10:47 +00:00
- more cleanup on music code
* removed some redundant functionality (e.g. Shift-F5 to change - use the console for that!) * removed a few more leftover parts of the old music system * savegames should not do more than resuming the music at the point of saving. (DN3D and RR only so far. Blood to be done.) * handle music enabling/disabling in the backend, which simply knows better what to do. This was only working in the menu, so changing the CVAR had no effect.
This commit is contained in:
parent
a59917b35d
commit
324056ad88
24 changed files with 93 additions and 165 deletions
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@ -1790,13 +1790,6 @@ void UpdateSoundToggle(CGameMenuItemZBool *pItem)
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void UpdateMusicToggle(CGameMenuItemZBool *pItem)
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{
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mus_enabled = pItem->at20;
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if (!MusicEnabled())
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sndStopSong();
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else
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{
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if (gGameStarted || gDemo.at1)
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sndPlaySong("*", gGameOptions.zLevelSong, true);
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}
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}
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void Update3DToggle(CGameMenuItemZBool *pItem)
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@ -1847,9 +1840,6 @@ void SetSound(CGameMenuItemChain *pItem)
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sndInit();
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sfxInit();
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if (mus_enabled && (gGameStarted || gDemo.at1))
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sndPlaySong("*", gGameOptions.zLevelSong, true);
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}
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void PreDrawSound(CGameMenuItem *pItem)
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@ -100,7 +100,7 @@ extern UserConfig userConfig;
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inline bool MusicEnabled()
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{
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return mus_enabled && !userConfig.nomusic;
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return !userConfig.nomusic;
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}
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inline bool SoundEnabled()
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@ -129,7 +129,6 @@ CVARD(Bool, snd_enabled, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables
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CVARD(Bool, snd_tryformats, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables automatic discovery of replacement sounds and music in .flac and .ogg formats")
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CVARD(Bool, snd_doppler, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable 3d sound")
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CVARD(Bool, mus_enabled, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables music")
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CVARD(Bool, mus_restartonload, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "restart the music when loading a saved game with the same map or not") // only implemented for Blood - todo: generalize
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CVARD(Bool, mus_redbook, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_FRONTEND_BLOOD, "enables/disables redbook audio (Blood only!)") // only Blood has assets for this.
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@ -140,6 +140,12 @@ CUSTOM_CVARD(Int, mus_volume, 255, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "controls mus
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}
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}
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CUSTOM_CVARD(Bool, mus_enabled, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables music")
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{
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if (self) S_RestartMusic();
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else S_StopMusic(true);
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}
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//==========================================================================
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//
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// Callbacks for the music system.
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@ -68,6 +68,8 @@
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#include "c_dispatch.h"
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#include "gamecontrol.h"
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#include "filereadermusicinterface.h"
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#include "savegamehelp.h"
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#include "sjson.h"
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MusPlayingInfo mus_playing;
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MusicAliasMap MusicAliases;
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@ -75,6 +77,7 @@ MidiDeviceMap MidiDevices;
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MusicVolumeMap MusicVolumes;
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MusicAliasMap LevelMusicAliases;
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bool MusicPaused;
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static bool mus_blocked;
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//==========================================================================
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//
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//
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@ -190,6 +193,7 @@ void S_ResumeMusic ()
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void S_UpdateMusic ()
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{
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mus_blocked = false;
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if (mus_playing.handle != nullptr)
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{
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ZMusic_Update(mus_playing.handle);
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@ -360,8 +364,8 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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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
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if (mus_volume <= 0)
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// Just record it if volume is 0 or music was disabled
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if (mus_volume <= 0 || !mus_enabled)
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{
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mus_playing.loop = looping;
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mus_playing.name = musicname;
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@ -416,12 +420,11 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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//
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// S_RestartMusic
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//
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// Must only be called from snd_reset in i_sound.cpp!
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//==========================================================================
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void S_RestartMusic ()
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{
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if (!mus_playing.LastSong.IsEmpty())
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if (!mus_playing.LastSong.IsEmpty() && mus_volume > 0 && mus_enabled)
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{
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FString song = mus_playing.LastSong;
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mus_playing.LastSong = "";
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@ -557,6 +560,7 @@ CCMD (stopmus)
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static FString lastMusicLevel, lastMusic;
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int Mus_Play(const char *mapname, const char *fn, bool loop)
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{
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if (mus_blocked) return 0;
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// Store the requested names for resuming.
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lastMusicLevel = mapname;
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lastMusic = fn;
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@ -588,6 +592,7 @@ int Mus_Play(const char *mapname, const char *fn, bool loop)
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void Mus_Stop()
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{
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if (mus_blocked) return;
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S_StopMusic(true);
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}
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@ -597,3 +602,64 @@ void Mus_SetPaused(bool on)
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else S_ResumeMusic();
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}
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void MUS_Save()
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{
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FString music = mus_playing.name;
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if (music.IsEmpty()) music = mus_playing.LastSong;
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sjson_context* ctx = sjson_create_context(0, 0, NULL);
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if (!ctx)
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{
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return;
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}
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sjson_node* root = sjson_mkobject(ctx);
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sjson_put_string(ctx, root, "music", music);
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sjson_put_int(ctx, root, "baseorder", mus_playing.baseorder);
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sjson_put_bool(ctx, root, "loop", mus_playing.loop);
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char* encoded = sjson_stringify(ctx, root, " ");
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FileWriter* fil = WriteSavegameChunk("music.json");
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if (!fil)
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{
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sjson_destroy_context(ctx);
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return;
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}
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fil->Write(encoded, strlen(encoded));
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sjson_free_string(ctx, encoded);
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sjson_destroy_context(ctx);
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}
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bool MUS_Restore()
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{
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auto fil = ReadSavegameChunk("music.json");
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if (!fil.isOpen())
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{
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return false;
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}
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auto text = fil.ReadPadded(1);
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fil.Close();
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if (text.Size() == 0)
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{
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return false;
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}
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sjson_context* ctx = sjson_create_context(0, 0, NULL);
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sjson_node* root = sjson_decode(ctx, (const char*)text.Data());
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mus_playing.LastSong = sjson_get_string(root, "music", "");
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mus_playing.baseorder = sjson_get_int(root, "baseorder", 0);
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mus_playing.loop = sjson_get_bool(root, "loop", true);
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sjson_destroy_context(ctx);
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mus_blocked = true; // this is to prevent scripts from resetting the music after it has been loaded from the savegame.
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return true;
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}
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void MUS_ResumeSaved()
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{
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S_RestartMusic();
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}
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@ -97,7 +97,11 @@ extern MusPlayingInfo mus_playing;
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extern float relative_volume, saved_relative_volume;
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void MUS_Save();
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bool MUS_Restore();
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// Note for later when the OPL player is ported.
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// DN3D and related games use "d3dtimbr.tmb"
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#endif
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@ -6,3 +6,4 @@ void Mus_Init();
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int Mus_Play(const char *mapname, const char *fn, bool loop);
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void Mus_Stop();
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void Mus_SetPaused(bool on);
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void MUS_ResumeSaved();
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@ -43,6 +43,7 @@
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#include "filesystem/filesystem.h"
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#include "statistics.h"
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#include "secrets.h"
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#include "s_music.h"
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static CompositeSavegameWriter savewriter;
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static FResourceFile *savereader;
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@ -74,8 +75,10 @@ bool OpenSaveGameForRead(const char *name)
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if (savereader != nullptr)
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{
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// Load system-side data from savegames.
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ReadStatistics();
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SECRET_Load();
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MUS_Restore();
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}
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return savereader != nullptr;
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@ -142,8 +145,10 @@ void G_WriteSaveHeader(const char *name, const char*mapname, const char *maptitl
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sjson_free_string(ctx, encoded);
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sjson_destroy_context(ctx);
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// Handle system-side modules that need to persist data in savegames here, in a central place.
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SaveStatistics();
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SECRET_Save();
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MUS_Save();
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}
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//=============================================================================
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@ -4411,11 +4411,6 @@ extern int G_StartRTS(int lumpNum, int localPlayer)
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return 0;
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}
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void G_PrintCurrentMusic(void)
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{
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Bsnprintf(apStrings[QUOTE_MUSIC], MAXQUOTELEN, "Playing %s", g_mapInfo[g_musicIndex].musicfn);
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P_DoQuote(QUOTE_MUSIC, g_player[myconnectindex].ps);
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}
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// Trying to sanitize the mess of options and the mess of variables the mess was stored in. (Did I say this was a total mess before...? >) )
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// Hopefully this is more comprehensible, at least it neatly stores everything useful in a single linear value...
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@ -4662,25 +4657,6 @@ void G_HandleLocalKeys(void)
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{
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if (SHIFTS_IS_PRESSED)
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{
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if (ridiculeNum == 5 && myplayer.fta > 0 && myplayer.ftq == QUOTE_MUSIC)
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{
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const unsigned int maxi = VOLUMEALL ? MUS_FIRST_SPECIAL : 6;
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unsigned int const oldMusicIndex = g_musicIndex;
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unsigned int MyMusicIndex = g_musicIndex;
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do
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{
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++MyMusicIndex;
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if (MyMusicIndex >= maxi)
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MyMusicIndex = 0;
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}
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while (S_TryPlayLevelMusic(MyMusicIndex) && MyMusicIndex != oldMusicIndex);
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G_PrintCurrentMusic();
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return;
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}
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G_AddUserQuote(*CombatMacros[ridiculeNum-1]);
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Net_SendTaunt(ridiculeNum);
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typebuf[0] = 0;
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}
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if (inputState.UnboundKeyPressed(sc_F5) && MusicEnabled())
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{
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map_t *const pMapInfo = &g_mapInfo[g_musicIndex];
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char *const musicString = apStrings[QUOTE_MUSIC];
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inputState.ClearKeyStatus(sc_F5);
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if (pMapInfo->musicfn != NULL)
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Bsnprintf(musicString, MAXQUOTELEN, "%s. Use SHIFT-F5 to change.", pMapInfo->musicfn);
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else
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musicString[0] = '\0';
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P_DoQuote(QUOTE_MUSIC, g_player[myconnectindex].ps);
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}
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if ((buttonMap.ButtonDown(gamefunc_Quick_Save) || g_doQuickSave == 1) && (myplayer.gm & MODE_GAME))
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{
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buttonMap.ClearButton(gamefunc_Quick_Save);
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@ -481,11 +481,6 @@ static inline int G_GetViewscreenSizeShift(uspriteptr_t const spr)
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#endif
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}
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extern void G_PrintCurrentMusic(void);
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#ifdef LUNATIC
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void El_SetCON(const char *conluacode);
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#endif
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EXTERN_INLINE_HEADER void G_SetStatusBarScale(int32_t sc);
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@ -1531,7 +1531,7 @@ int32_t __fastcall VM_GetUserdef(int32_t labelNum, int const lParm2)
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case USERDEFS_MENUTITLE_PAL: labelNum = ud.menutitle_pal; break;
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case USERDEFS_SLIDEBAR_PALSELECTED: labelNum = ud.slidebar_palselected; break;
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case USERDEFS_SLIDEBAR_PALDISABLED: labelNum = ud.slidebar_paldisabled; break;
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case USERDEFS_MUSIC_EPISODE: labelNum = ud.music_episode; break;
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case USERDEFS_MUSIC_EPISODE: labelNum = ud.music_episode; break; // Problem: This info is utterly meaningless with the new music system.
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case USERDEFS_MUSIC_LEVEL: labelNum = ud.music_level; break;
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case USERDEFS_SHADOW_PAL: labelNum = ud.shadow_pal; break;
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case USERDEFS_MENU_SCROLLBARTILENUM: labelNum = ud.menu_scrollbartilenum; break;
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@ -1765,9 +1765,6 @@ static void Menu_EntryLinkActivate(MenuEntry_t *entry)
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FX_StopAllSounds();
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S_ClearSoundLocks();
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if (MusicEnabled())
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S_RestartMusic();
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}
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else if (entry == &ME_SAVESETUP_CLEANUP)
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{
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@ -1831,7 +1828,6 @@ static int32_t Menu_EntryOptionModify(MenuEntry_t *entry, int32_t newOption)
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S_PauseMusic(true);
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else
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{
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S_RestartMusic();
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S_PauseMusic(false);
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}
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}
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@ -332,9 +332,6 @@ static int osdcmd_restartsound(osdcmdptr_t UNUSED(parm))
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FX_StopAllSounds();
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S_ClearSoundLocks();
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if (MusicEnabled())
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S_RestartMusic();
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return OSDCMD_OK;
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}
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@ -32,6 +32,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "version.h"
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#include "savegamehelp.h"
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#include "menu/menu.h"
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#include "z_music.h"
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BEGIN_DUKE_NS
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@ -2110,29 +2111,10 @@ static void postloadplayer(int32_t savegamep)
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//2.5
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if (savegamep)
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{
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int32_t musicIdx = (ud.music_episode*MAXLEVELS) + ud.music_level;
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Bmemset(gotpic, 0, sizeof(gotpic));
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Bmemset(gotpic, 0, sizeof(gotpic));
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S_ClearSoundLocks();
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G_CacheMapData();
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if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0 && ud.music_level == USERMAPMUSICFAKELEVEL && ud.music_episode == USERMAPMUSICFAKEVOLUME)
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{
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char levname[BMAX_PATH];
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G_SetupFilenameBasedMusic(levname, boardfilename);
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}
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if (g_mapInfo[musicIdx].musicfn != NULL && (musicIdx != g_musicIndex || different_user_map))
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{
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ud.music_episode = g_musicIndex / MAXLEVELS;
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ud.music_level = g_musicIndex % MAXLEVELS;
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S_PlayLevelMusicOrNothing(musicIdx);
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}
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else
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S_ContinueLevelMusic();
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if (MusicEnabled())
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S_PauseMusic(false);
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MUS_ResumeSaved();
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g_player[myconnectindex].ps->gm = MODE_GAME;
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ud.recstat = 0;
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@ -119,19 +119,6 @@ void S_PauseSounds(bool paused)
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}
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}
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void S_RestartMusic(void)
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{
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// Fixme: This should be completely decided by the backend, not here.
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if (ud.recstat != 2 && g_player[myconnectindex].ps->gm&MODE_GAME)
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{
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S_PlayLevelMusicOrNothing(g_musicIndex);
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}
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else if (G_GetLogoFlags() & LOGO_PLAYMUSIC)
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{
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S_PlaySpecialMusicOrNothing(MUS_INTRO);
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}
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}
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void S_MenuSound(void)
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{
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static int SoundNum;
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@ -70,7 +70,6 @@ inline void S_ClearSoundLocks(void) {}
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int32_t S_LoadSound(uint32_t num);
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void cacheAllSounds(void);
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void S_MenuSound(void);
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void S_RestartMusic(void);
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void S_PauseMusic(bool paused);
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void S_PauseSounds(bool paused);
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bool S_TryPlayLevelMusic(unsigned int m);
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@ -5956,12 +5956,6 @@ extern int G_StartRTS(int lumpNum, int localPlayer)
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return 0;
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}
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void G_PrintCurrentMusic(void)
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{
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Bsnprintf(apStrings[QUOTE_MUSIC], MAXQUOTELEN, "Playing %s", g_mapInfo[g_musicIndex].musicfn);
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P_DoQuote(QUOTE_MUSIC, g_player[myconnectindex].ps);
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}
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// Trying to sanitize the mess of options and the mess of variables the mess was stored in. (Did I say this was a total mess before...? >) )
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// Hopefully this is more comprehensible, at least it neatly stores everything useful in a single linear value...
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bool GameInterface::validate_hud(int layout)
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@ -6206,24 +6200,6 @@ void G_HandleLocalKeys(void)
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{
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if (SHIFTS_IS_PRESSED)
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{
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if (ridiculeNum == 5 && g_player[myconnectindex].ps->fta > 0 && g_player[myconnectindex].ps->ftq == QUOTE_MUSIC)
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{
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const unsigned int maxi = VOLUMEALL ? MUS_FIRST_SPECIAL : 6;
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unsigned int MyMusicIndex = g_musicIndex;
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do
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{
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++MyMusicIndex;
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if (MyMusicIndex >= maxi)
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MyMusicIndex = 0;
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}
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while (S_TryPlayLevelMusic(MyMusicIndex));
|
||||
|
||||
G_PrintCurrentMusic();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
G_AddUserQuote(*CombatMacros[ridiculeNum-1]);
|
||||
Net_SendTaunt(ridiculeNum);
|
||||
pus = NUMPAGES;
|
||||
|
|
|
@ -474,7 +474,6 @@ static inline int G_GetViewscreenSizeShift(const uspritetype *tspr)
|
|||
#endif
|
||||
}
|
||||
|
||||
extern void G_PrintCurrentMusic(void);
|
||||
|
||||
EXTERN_INLINE_HEADER void G_SetStatusBarScale(int32_t sc);
|
||||
|
||||
|
|
|
@ -3439,9 +3439,6 @@ static void Menu_EntryLinkActivate(MenuEntry_t *entry)
|
|||
|
||||
FX_StopAllSounds();
|
||||
S_ClearSoundLocks();
|
||||
|
||||
if (MusicEnabled())
|
||||
S_RestartMusic();
|
||||
}
|
||||
else if (entry == &ME_SAVESETUP_CLEANUP)
|
||||
{
|
||||
|
@ -3517,7 +3514,6 @@ static int32_t Menu_EntryOptionModify(MenuEntry_t *entry, int32_t newOption)
|
|||
S_PauseMusic(true);
|
||||
else
|
||||
{
|
||||
S_RestartMusic();
|
||||
S_PauseMusic(false);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -329,9 +329,6 @@ static int osdcmd_restartsound(osdcmdptr_t UNUSED(parm))
|
|||
FX_StopAllSounds();
|
||||
S_ClearSoundLocks();
|
||||
|
||||
if (MusicEnabled())
|
||||
S_RestartMusic();
|
||||
|
||||
return OSDCMD_OK;
|
||||
}
|
||||
|
||||
|
|
|
@ -28,6 +28,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "i_specialpaths.h"
|
||||
#include "gamecontrol.h"
|
||||
#include "version.h"
|
||||
#include "z_music.h"
|
||||
|
||||
#include "savegamehelp.h"
|
||||
BEGIN_RR_NS
|
||||
|
@ -1687,24 +1688,10 @@ static void postloadplayer(int32_t savegamep)
|
|||
//2.5
|
||||
if (savegamep)
|
||||
{
|
||||
int32_t musicIdx = (ud.music_episode*MAXLEVELS) + ud.music_level;
|
||||
|
||||
Bmemset(gotpic, 0, sizeof(gotpic));
|
||||
S_ClearSoundLocks();
|
||||
G_CacheMapData();
|
||||
|
||||
if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0 && ud.music_level == 7 && ud.music_episode == 0)
|
||||
{
|
||||
char levname[BMAX_PATH];
|
||||
G_SetupFilenameBasedMusic(levname, boardfilename, ud.level_number);
|
||||
}
|
||||
|
||||
if (g_mapInfo[musicIdx].musicfn != NULL && (musicIdx != g_musicIndex || different_user_map))
|
||||
{
|
||||
ud.music_episode = g_musicIndex / MAXLEVELS;
|
||||
ud.music_level = g_musicIndex % MAXLEVELS;
|
||||
S_PlayLevelMusicOrNothing(musicIdx);
|
||||
}
|
||||
MUS_ResumeSaved();
|
||||
|
||||
if (MusicEnabled())
|
||||
S_PauseMusic(false);
|
||||
|
|
|
@ -108,19 +108,6 @@ void S_PauseSounds(bool paused)
|
|||
}
|
||||
}
|
||||
|
||||
void S_RestartMusic(void)
|
||||
{
|
||||
// Fixme: This should be completely decided by the backend, not here.
|
||||
if (ud.recstat != 2 && g_player[myconnectindex].ps->gm&MODE_GAME)
|
||||
{
|
||||
S_PlayLevelMusicOrNothing(g_musicIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
S_PlaySpecialMusicOrNothing(MUS_INTRO);
|
||||
}
|
||||
}
|
||||
|
||||
void S_MenuSound(void)
|
||||
{
|
||||
static int SoundNum;
|
||||
|
|
|
@ -71,7 +71,6 @@ inline void S_ClearSoundLocks(void) {}
|
|||
int32_t S_LoadSound(uint32_t num);
|
||||
void S_PrecacheSounds(void);
|
||||
void S_MenuSound(void);
|
||||
void S_RestartMusic(void);
|
||||
void S_PauseMusic(bool paused);
|
||||
void S_PauseSounds(bool paused);
|
||||
void S_PlayRRMusic(int newTrack = -1);
|
||||
|
|
|
@ -1189,7 +1189,6 @@ void MusicStartup(void)
|
|||
else
|
||||
{
|
||||
buildprintf("Music error: %s\n", MUSIC_ErrorString(status));
|
||||
mus_enabled = FALSE;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue