mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- fixed most issues with newly added music files
This commit is contained in:
parent
ae06d19008
commit
f6a9bb770d
9 changed files with 78 additions and 71 deletions
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@ -64,6 +64,7 @@ enum
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//CVAR_IGNORE = 16384,// do not send cvar across the network/inaccesible from ACS (dummy mod cvar)
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//CVAR_CHEAT = 32768,// can be set only when sv_cheats is enabled
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//CVAR_UNSAFECONTEXT = 65536,// cvar value came from unsafe context
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CVAR_VIRTUAL = 0x20000, //do not invoke the callback recursively so it can
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CVAR_FRONTEND_BLOOD = 0x10000000, // To mark frontend specific CVARs, so that the other ones can disable them.
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CVAR_FRONTEND_EDUKE = 0x20000000,
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CVAR_FRONTEND_DUKELIKE = 0x30000000,
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@ -107,7 +108,15 @@ public:
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FBaseCVar (const char *name, uint32_t flags, void (*callback)(FBaseCVar &), const char *descr);
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virtual ~FBaseCVar ();
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inline void Callback () { if (m_Callback) m_Callback (*this); }
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inline void Callback ()
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{
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if (m_Callback && !inCallback)
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{
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inCallback = !!(Flags & CVAR_VIRTUAL); // Virtual CVARs never invoke the callback recursively, giving it a chance to manipulate the value without side effects.
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m_Callback(*this);
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inCallback = false;
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}
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}
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inline const char *GetName () const { return VarName.GetChars(); }
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inline uint32_t GetFlags () const { return Flags; }
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@ -21,6 +21,7 @@
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "i_specialpaths.h"
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#include "z_music.h"
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#ifndef NETCODE_DISABLE
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#include "enet.h"
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#endif
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@ -234,7 +235,7 @@ int GameMain()
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{
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// Set up the console before anything else so that it can receive text.
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C_InitConsole(1024, 768, true);
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FStringf logpath("logfile %sdemolition.log", M_GetDocumentsPath());
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FStringf logpath("logfile %sdemolition.log", M_GetDocumentsPath().GetChars());
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C_DoCommand(logpath);
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#ifndef NETCODE_DISABLE
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@ -368,7 +369,6 @@ int CONFIG_Init()
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currentGame.Truncate(currentGame.IndexOf("."));
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CheckFrontend(g_gameType);
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int index = 0;
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InitFileSystem(usedgroups);
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CONTROL_ClearAssignments();
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@ -388,6 +388,7 @@ int CONFIG_Init()
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}
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V_InitFonts();
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buttonMap.SetGameAliases();
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Mus_Init();
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@ -40,10 +40,11 @@
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#include <zlib.h>
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#include "m_argv.h"
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#include "filesystrem.h"
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#include "filesystem.h"
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#include "c_dispatch.h"
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#include "templates.h"
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#include "stats.h"
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#include "cmdlib.h"
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#include "c_cvars.h"
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#include "c_console.h"
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#include "v_text.h"
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@ -58,6 +59,7 @@
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void I_InitSoundFonts();
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void S_SetStreamVolume(float);
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EXTERN_CVAR (Int, snd_samplerate)
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EXTERN_CVAR (Int, snd_mididevice)
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@ -118,12 +120,8 @@ CUSTOM_CVARD(Int, mus_volume, 255, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "controls mus
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{
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// Set general music volume.
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ChangeMusicSetting(ZMusic::snd_musicvolume, nullptr, self / 255.f);
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/* todo: Alter the active music stream's volume
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if (GSnd != nullptr)
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{
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GSnd->SetMusicVolume(clamp<float>(self * relative_volume, 0, 1));
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}
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*/
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S_SetStreamVolume(clamp<float>(self * relative_volume, 0, 1));
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// For music not implemented through the digital sound system,
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// let them know about the change.
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if (mus_playing.handle != nullptr)
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@ -216,13 +214,13 @@ static void SetupGenMidi()
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{
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// The OPL renderer should not care about where this comes from.
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// Note: No I_Error here - this needs to be consistent with the rest of the music code.
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auto lump = fileSystem.FindFile("demolition/genmidi.txt");
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auto lump = fileSystem.FindFile("demolition/genmidi.dat");
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if (lump < 0)
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{
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Printf("No GENMIDI lump found. OPL playback not available.");
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return;
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}
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auto data = Wads.OpenLumpReader(lump);
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auto data = fileSystem.OpenFileReader(lump);
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auto genmidi = data.Read();
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if (genmidi.Size() < 8 + 175 * 36 || memcmp(genmidi.Data(), "#OPL_II#", 8)) return;
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@ -235,7 +233,7 @@ static void SetupGenMidi()
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//
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//==========================================================================
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void I_InitMusic (void)
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void Mus_Init(void)
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{
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I_InitSoundFonts();
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@ -333,7 +331,7 @@ static MIDISource *GetMIDISource(const char *fn)
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return nullptr;
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}
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auto wlump = fileSystem.OpenFile(lump);
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auto wlump = fileSystem.OpenFileReader(lump);
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uint32_t id[32 / 4];
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@ -313,7 +313,7 @@ FLumpPatchSetReader::FLumpPatchSetReader(const char *filename)
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FileReader FLumpPatchSetReader::OpenMainConfigFile()
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{
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return Wads.ReopenLumpReader(mLumpIndex);
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return fileSystem.ReopenFileReader(mLumpIndex);
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}
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FileReader FLumpPatchSetReader::OpenFile(const char *name)
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@ -323,7 +323,7 @@ FileReader FLumpPatchSetReader::OpenFile(const char *name)
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path = mBasePath + name;
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auto index = fileSystem.FindFile(path);
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if (index < 0) return FileReader();
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return Wads.ReopenLumpReader(index);
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return fileSystem.ReopenFileReader(index);
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}
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//==========================================================================
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@ -58,18 +58,40 @@
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#include "zstring.h"
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#include "name.h"
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#include "s_music.h"
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#include "i_music.h"
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#include "printf.h"
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#include "files.h"
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "gamecvars.h"
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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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MusPlayingInfo mus_playing;
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MusicAliasMap MusicAliases;
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MidiDeviceMap MidiDevices;
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MusicVolumeMap MusicVolumes;
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bool MusicPaused;
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void S_CreateStream()
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{
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}
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void S_PauseStream(bool pause)
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{
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}
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void S_StopStream()
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{
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}
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void S_SetStreamVolume(float vol)
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{
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}
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//==========================================================================
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//
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// starts playing this song
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@ -88,7 +110,7 @@ static void S_StartMusicPlaying(MusInfo* song, bool loop, float rel_vol, int sub
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ZMusic_Start(song, subsong, loop);
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// Notify the sound system of the changed relative volume
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snd_musicvolume.Callback();
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mus_volume.Callback();
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}
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@ -143,47 +165,11 @@ void S_UpdateMusic ()
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// playlist when the current song finishes.
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if (!ZMusic_IsPlaying(mus_playing.handle))
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{
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if (PlayList.GetNumSongs())
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{
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PlayList.Advance();
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S_ActivatePlayList(false);
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}
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else
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{
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S_StopMusic(true);
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}
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S_StopMusic(true);
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}
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}
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}
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//==========================================================================
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//
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// S_Start
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//
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// Per level startup code. Kills playing sounds at start of level
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// and starts new music.
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//==========================================================================
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void S_StartMusic ()
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{
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// stop the old music if it has been paused.
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// This ensures that the new music is started from the beginning
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// if it's the same as the last one and it has been paused.
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if (MusicPaused) S_StopMusic(true);
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// start new music for the level
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MusicPaused = false;
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// Don't start the music if loading a savegame, because the music is stored there.
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// Don't start the music if revisiting a level in a hub for the same reason.
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if (!primaryLevel->IsReentering())
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{
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primaryLevel->SetMusic();
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}
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}
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//==========================================================================
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//
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// S_ChangeCDMusic
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@ -197,11 +183,11 @@ bool S_ChangeCDMusic (int track, unsigned int id, bool looping)
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if (id != 0)
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{
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mysnprintf (temp, countof(temp), ",CD,%d,%x", track, id);
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snprintf (temp, countof(temp), ",CD,%d,%x", track, id);
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}
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else
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{
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mysnprintf (temp, countof(temp), ",CD,%d", track);
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snprintf (temp, countof(temp), ",CD,%d", track);
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}
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return S_ChangeMusic (temp, 0, looping);
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}
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@ -296,7 +282,6 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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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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MusInfo* handle = nullptr;
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MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname);
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@ -311,8 +296,13 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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{
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if ((lumpnum = fileSystem.FindFile(musicname)) == -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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// Always look in the 'music' subfolder as well.
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FStringf aliasMusicname("music/%s", musicname);
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if ((lumpnum = fileSystem.FindFile(aliasMusicname)) == -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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}
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if (handle == nullptr)
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{
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@ -373,7 +363,8 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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{ // play it
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try
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{
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S_StartMusicPlaying(mus_playing.handle, looping, S_GetMusicVolume(musicname), order);
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auto vol = MusicVolumes.CheckKey(musicname);
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S_StartMusicPlaying(mus_playing.handle, looping, vol? *vol : 1.f, order);
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S_CreateStream();
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mus_playing.baseorder = order;
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}
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try
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{
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// [RH] Don't stop if a playlist is active.
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if ((force || PlayList.GetNumSongs() == 0) && !mus_playing.name.IsEmpty())
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if (!mus_playing.name.IsEmpty())
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{
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if (mus_playing.handle != nullptr)
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{
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}
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}
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}
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//==========================================================================
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//
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// CCMD changemus
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CCMD (changemus)
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{
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if (!nomusic)
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if (MusicEnabled())
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{
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if (argv.argc() > 1)
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{
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PlayList.Clear();
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S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
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}
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else
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CCMD (stopmus)
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{
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PlayList.Clear();
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S_StopMusic (false);
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mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
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}
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void Mus_Play(const char *fn, bool loop)
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{
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S_ChangeMusic(fn, 0, loop, true);
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}
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void Mus_SetVolume(float vol)
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void Mus_Stop()
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{
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S_StopMusic(true);
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}
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void Mus_SetPaused(bool on)
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{
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if (on) S_PauseMusic();
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else S_ResumeMusic();
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}
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@ -33,7 +33,6 @@
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#define DEF_MIDIDEV -5
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EXTERN_CVAR(Int, snd_mididevice)
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static uint32_t nummididevices;
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#define NUM_DEF_DEVICES 7
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#include "v_text.h"
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#include "zmusic/zmusic.h"
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#include "s_music.h"
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#include "c_cvars.h"
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#include "printf.h"
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EXTERN_CVAR(Int, snd_mididevice)
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CUSTOM_CVAR (Int, snd_mididevice, DEF_MIDIDEV, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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@ -30,6 +30,7 @@
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#include "zstring.h"
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#include "tarray.h"
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#include "name.h"
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//
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typedef TMap<FName, FName> MusicAliasMap;
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typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
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typedef TMap<FName, float> MusicVolumeMap;
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extern MusicAliasMap MusicAliases;
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extern MidiDeviceMap MidiDevices;
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extern MusicVolumeMap MusicVolumes;
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class MusInfo;
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struct MusPlayingInfo
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@ -2,7 +2,7 @@
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// Totally minimalistic interface - should be all the game modules need.
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void Mus_Init();
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void Mus_Play(const char *fn, bool loop);
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void Mus_Stop();
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void Mus_SetVolume(float vol);
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void Mus_SetPaused(bool on);
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@ -1,4 +1,5 @@
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#define WIN32_LEAN_AND_MEAN
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <winsock2.h>
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#include <windows.h> // Ugh... This needs to go away but since some of the headers pull it in the compilation is creepingly slow without this.
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#undef min
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#undef max
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#endif
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#endif
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#include <stddef.h>
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#include <stdlib.h>
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// These two headers get included nearly everywhere so it doesn't matter if changing them forces a few more recompiles.
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// The overall savings from PCHing them are more significant.
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//#include "tarray.h"
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//#include "zstring.h"
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//#include "zstring.h"
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