mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
68a0ead5f0
* - fix Linux builds following reset of master branch. * - fix Linux Clang CI failure. * - change '#ifdef __linux__' to '#ifndef _WIN32' as requested/required. * - initialise batchrun in proper spot.
713 lines
18 KiB
C++
713 lines
18 KiB
C++
/*
|
|
**
|
|
** music.cpp
|
|
**
|
|
** music engine - borrowed from GZDoom
|
|
**
|
|
** Copyright 1999-2016 Randy Heit
|
|
** Copyright 2002-2016 Christoph Oelckers
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include <zmusic.h>
|
|
#include "z_music.h"
|
|
#include "zstring.h"
|
|
#include "backend/i_sound.h"
|
|
#include "name.h"
|
|
#include "s_music.h"
|
|
#include "i_music.h"
|
|
#include "printf.h"
|
|
#include "files.h"
|
|
#include "filesystem.h"
|
|
#include "cmdlib.h"
|
|
#include "gamecvars.h"
|
|
#include "c_dispatch.h"
|
|
#include "gamecontrol.h"
|
|
#include "filereadermusicinterface.h"
|
|
#include "v_text.h"
|
|
#include "mapinfo.h"
|
|
#include "serializer.h"
|
|
|
|
MusPlayingInfo mus_playing;
|
|
MusicAliasMap MusicAliases;
|
|
MidiDeviceMap MidiDevices;
|
|
MusicVolumeMap MusicVolumes;
|
|
MusicAliasMap LevelMusicAliases;
|
|
bool MusicPaused;
|
|
static bool mus_blocked;
|
|
static FString lastStartedMusic;
|
|
EXTERN_CVAR(Float, mus_volume)
|
|
CVAR(Bool, printmusicinfo, false, 0)
|
|
CVAR(Bool, mus_extendedlookup, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
|
|
// Order is: streaming formats, module formats, emulated formats and MIDI formats - for external files the first one found wins so ambiguous names should be avoided
|
|
static const char* knownMusicExts[] = {
|
|
"OGG", "FLAC", "MP3", "MP2", "XA", "XM", "MOD",
|
|
"IT", "S3M", "MTM", "STM", "669", "PTM", "AMF",
|
|
"OKT", "DSM", "AMFF", "SPC", "VGM", "VGZ", "AY",
|
|
"GBS", "GYM", "HES", "KSS", "NSF", "NSFE", "SAP",
|
|
"MID", "HMP", "HMI", "XMI", "VOC"
|
|
};
|
|
|
|
|
|
FString G_SetupFilenameBasedMusic(const char* fn, const char* defmusic)
|
|
{
|
|
FString name = StripExtension(fn);
|
|
FString test;
|
|
|
|
// Test if a real file with this name exists with all known extensions for music.
|
|
for (auto& ext : knownMusicExts)
|
|
{
|
|
test.Format("%s.%s", name.GetChars(), ext);
|
|
if (FileExists(test)) return test;
|
|
#ifdef __unix__
|
|
test.Format("%s.%s", name.GetChars(), FString(ext).MakeLower().GetChars());
|
|
if (FileExists(test)) return test;
|
|
#endif
|
|
}
|
|
return defmusic;
|
|
}
|
|
|
|
FString MusicFileExists(const char* fn)
|
|
{
|
|
if (mus_extendedlookup) return G_SetupFilenameBasedMusic(fn, nullptr);
|
|
if (FileExists(fn)) return fn;
|
|
return FString();
|
|
}
|
|
|
|
int LookupMusicLump(const char* fn)
|
|
{
|
|
if (mus_extendedlookup)
|
|
{
|
|
FString name = StripExtension(fn);
|
|
int l = fileSystem.FindFileWithExtensions(name, knownMusicExts, countof(knownMusicExts));
|
|
if (l >= 0) return l;
|
|
}
|
|
return fileSystem.FindFile(fn);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Music lookup in various places.
|
|
//
|
|
//==========================================================================
|
|
|
|
FileReader LookupMusic(const char* musicname)
|
|
{
|
|
FileReader reader;
|
|
FString mus = MusicFileExists(musicname);
|
|
if (mus.IsNotEmpty())
|
|
{
|
|
// Load an external file.
|
|
reader.OpenFile(mus);
|
|
}
|
|
if (!reader.isOpen())
|
|
{
|
|
int lumpnum = LookupMusicLump(musicname);
|
|
if (mus_extendedlookup && lumpnum >= 0)
|
|
{
|
|
// EDuke also looks in a subfolder named after the main game resource. Do this as well if extended lookup is active.
|
|
auto rfn = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(lumpnum));
|
|
auto rfbase = ExtractFileBase(rfn);
|
|
FStringf aliasMusicname("music/%s/%s", rfbase.GetChars(), musicname);
|
|
lumpnum = LookupMusicLump(aliasMusicname);
|
|
}
|
|
if (lumpnum == -1)
|
|
{
|
|
// Always look in the 'music' subfolder as well. This gets used by multiple setups to store ripped CD tracks.
|
|
FStringf aliasMusicname("music/%s", musicname);
|
|
lumpnum = LookupMusicLump(aliasMusicname);
|
|
}
|
|
if (lumpnum == -1 && (g_gameType & GAMEFLAG_SW))
|
|
{
|
|
// Some Shadow Warrioe distributions have the music in a subfolder named 'classic'. Check that, too.
|
|
FStringf aliasMusicname("classic/music/%s", musicname);
|
|
lumpnum = fileSystem.FindFile(aliasMusicname);
|
|
}
|
|
if (lumpnum > -1)
|
|
{
|
|
if (fileSystem.FileLength(lumpnum) >= 0)
|
|
{
|
|
reader = fileSystem.ReopenFileReader(lumpnum);
|
|
if (!reader.isOpen())
|
|
{
|
|
Printf(TEXTCOLOR_RED "Unable to play music " TEXTCOLOR_WHITE "\"%s\"\n", musicname);
|
|
}
|
|
else if (printmusicinfo) Printf("Playing music from file system %s:%s\n", fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(lumpnum)), fileSystem.GetFileFullPath(lumpnum).GetChars());
|
|
}
|
|
}
|
|
}
|
|
else if (printmusicinfo) Printf("Playing music from external file %s\n", musicname);
|
|
return reader;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
// Create a sound system stream for the currently playing song
|
|
//==========================================================================
|
|
|
|
static std::unique_ptr<SoundStream> musicStream;
|
|
|
|
static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
|
|
{
|
|
bool written = ZMusic_FillStream(mus_playing.handle, buff, len);
|
|
|
|
if (!written)
|
|
{
|
|
memset((char*)buff, 0, len);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
void S_CreateStream()
|
|
{
|
|
if (!mus_playing.handle) return;
|
|
SoundStreamInfo fmt;
|
|
ZMusic_GetStreamInfo(mus_playing.handle, &fmt);
|
|
if (fmt.mBufferSize > 0) // if buffer size is 0 the library will play the song itself (e.g. Windows system synth.)
|
|
{
|
|
int flags = fmt.mNumChannels < 0 ? 0 : SoundStream::Float;
|
|
if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
|
|
|
|
musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
|
|
if (musicStream) musicStream->Play(true, 1);
|
|
}
|
|
}
|
|
|
|
void S_PauseStream(bool paused)
|
|
{
|
|
if (musicStream) musicStream->SetPaused(paused);
|
|
}
|
|
|
|
void S_StopStream()
|
|
{
|
|
if (musicStream)
|
|
{
|
|
musicStream->Stop();
|
|
musicStream.reset();
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// starts playing this song
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vol, int subsong)
|
|
{
|
|
if (rel_vol > 0.f)
|
|
{
|
|
float factor = relative_volume / saved_relative_volume;
|
|
saved_relative_volume = rel_vol;
|
|
I_SetRelativeVolume(saved_relative_volume * factor);
|
|
}
|
|
ZMusic_Stop(song);
|
|
if (!ZMusic_Start(song, subsong, loop))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Notify the sound system of the changed relative volume
|
|
mus_volume.Callback();
|
|
return true;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_PauseSound
|
|
//
|
|
// Stop music and sound effects, during game PAUSE.
|
|
//==========================================================================
|
|
|
|
void S_PauseMusic ()
|
|
{
|
|
if (mus_playing.handle && !MusicPaused)
|
|
{
|
|
ZMusic_Pause(mus_playing.handle);
|
|
S_PauseStream(true);
|
|
MusicPaused = true;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ResumeSound
|
|
//
|
|
// Resume music and sound effects, after game PAUSE.
|
|
//==========================================================================
|
|
|
|
void S_ResumeMusic ()
|
|
{
|
|
if (mus_playing.handle && MusicPaused)
|
|
{
|
|
ZMusic_Resume(mus_playing.handle);
|
|
S_PauseStream(false);
|
|
MusicPaused = false;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_UpdateSound
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_UpdateMusic ()
|
|
{
|
|
mus_blocked = false;
|
|
if (mus_playing.handle != nullptr)
|
|
{
|
|
ZMusic_Update(mus_playing.handle);
|
|
|
|
// [RH] Update music and/or playlist. IsPlaying() must be called
|
|
// to attempt to reconnect to broken net streams and to advance the
|
|
// playlist when the current song finishes.
|
|
if (!ZMusic_IsPlaying(mus_playing.handle))
|
|
{
|
|
S_StopMusic(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeCDMusic
|
|
//
|
|
// Starts a CD track as music.
|
|
//==========================================================================
|
|
|
|
bool S_ChangeCDMusic (int track, unsigned int id, bool looping)
|
|
{
|
|
char temp[32];
|
|
|
|
if (id != 0)
|
|
{
|
|
mysnprintf (temp, countof(temp), ",CD,%d,%x", track, id);
|
|
}
|
|
else
|
|
{
|
|
mysnprintf (temp, countof(temp), ",CD,%d", track);
|
|
}
|
|
return S_ChangeMusic (temp, 0, looping);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StartMusic
|
|
//
|
|
// Starts some music with the given name.
|
|
//==========================================================================
|
|
|
|
bool S_StartMusic (const char *m_id)
|
|
{
|
|
return S_ChangeMusic (m_id, 0, false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeMusic
|
|
//
|
|
// Starts playing a music, possibly looping.
|
|
//
|
|
// [RH] If music is a MOD, starts it at position order. If name is of the
|
|
// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
|
|
// specified, it will only be played if the specified CD is in a drive.
|
|
//==========================================================================
|
|
|
|
bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
|
|
{
|
|
lastStartedMusic = musicname; // remember the last piece of music that was requested to be played.
|
|
if (musicname == nullptr || musicname[0] == 0)
|
|
{
|
|
// Don't choke if the map doesn't have a song attached
|
|
S_StopMusic (true);
|
|
mus_playing.name = "";
|
|
mus_playing.LastSong = "";
|
|
return true;
|
|
}
|
|
if (*musicname == '/') musicname++;
|
|
|
|
FString DEH_Music;
|
|
|
|
if (!mus_playing.name.IsEmpty() &&
|
|
mus_playing.handle != nullptr &&
|
|
stricmp (mus_playing.name, musicname) == 0 &&
|
|
ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping))
|
|
{
|
|
if (order != mus_playing.baseorder)
|
|
{
|
|
if (ZMusic_SetSubsong(mus_playing.handle, order))
|
|
{
|
|
mus_playing.baseorder = order;
|
|
}
|
|
}
|
|
else if (!ZMusic_IsPlaying(mus_playing.handle))
|
|
{
|
|
if (!ZMusic_Start(mus_playing.handle, order, looping))
|
|
{
|
|
Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
|
|
}
|
|
S_CreateStream();
|
|
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (strnicmp (musicname, ",CD,", 4) == 0)
|
|
{
|
|
int track = strtoul (musicname+4, nullptr, 0);
|
|
const char *more = strchr (musicname+4, ',');
|
|
unsigned int id = 0;
|
|
|
|
if (more != nullptr)
|
|
{
|
|
id = strtoul (more+1, nullptr, 16);
|
|
}
|
|
S_StopMusic (true);
|
|
mus_playing.handle = ZMusic_OpenCDSong (track, id);
|
|
if (mus_playing.handle == nullptr)
|
|
{
|
|
Printf("Unable to start CD Audio for track #%d, ID %d\n", track, id);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int lumpnum = -1;
|
|
int length = 0;
|
|
ZMusic_MusicStream handle = nullptr;
|
|
MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
|
|
|
|
// Strip off any leading file:// component.
|
|
if (strncmp(musicname, "file://", 7) == 0)
|
|
{
|
|
musicname += 7;
|
|
}
|
|
|
|
FileReader reader = LookupMusic(musicname);
|
|
if (!reader.isOpen()) return false;
|
|
|
|
// shutdown old music
|
|
S_StopMusic (true);
|
|
|
|
// Just record it if volume is 0 or music was disabled
|
|
if (mus_volume <= 0 || !mus_enabled)
|
|
{
|
|
mus_playing.loop = looping;
|
|
mus_playing.name = musicname;
|
|
mus_playing.baseorder = order;
|
|
mus_playing.LastSong = musicname;
|
|
return true;
|
|
}
|
|
|
|
// load & register it
|
|
if (handle != nullptr)
|
|
{
|
|
mus_playing.handle = handle;
|
|
}
|
|
else
|
|
{
|
|
auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
|
|
mus_playing.handle = ZMusic_OpenSong(mreader, devp? (EMidiDevice)devp->device : MDEV_DEFAULT, devp? devp->args.GetChars() : "");
|
|
if (mus_playing.handle == nullptr)
|
|
{
|
|
Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
|
|
}
|
|
}
|
|
}
|
|
|
|
mus_playing.loop = looping;
|
|
mus_playing.name = musicname;
|
|
mus_playing.baseorder = 0;
|
|
mus_playing.LastSong = "";
|
|
|
|
if (mus_playing.handle != 0)
|
|
{ // play it
|
|
auto volp = MusicVolumes.CheckKey(musicname);
|
|
float vol = volp ? *volp : 1.f;
|
|
if (!S_StartMusicPlaying(mus_playing.handle, looping, vol, order))
|
|
{
|
|
Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
|
|
return false;
|
|
}
|
|
S_CreateStream();
|
|
mus_playing.baseorder = order;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestartMusic
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_RestartMusic ()
|
|
{
|
|
if (!mus_playing.LastSong.IsEmpty() && mus_volume > 0 && mus_enabled)
|
|
{
|
|
FString song = mus_playing.LastSong;
|
|
mus_playing.LastSong = "";
|
|
S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
|
|
}
|
|
else
|
|
{
|
|
S_StopMusic(true);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_MIDIDeviceChanged
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
void S_MIDIDeviceChanged(int newdev)
|
|
{
|
|
auto song = mus_playing.handle;
|
|
if (song != nullptr && ZMusic_IsMIDI(song) && ZMusic_IsPlaying(song))
|
|
{
|
|
// Reload the song to change the device
|
|
auto mi = mus_playing;
|
|
S_StopMusic(true);
|
|
S_ChangeMusic(mi.name, mi.baseorder, mi.loop);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetMusic
|
|
//
|
|
//==========================================================================
|
|
|
|
int S_GetMusic (const char **name)
|
|
{
|
|
int order;
|
|
|
|
if (mus_playing.name.IsNotEmpty())
|
|
{
|
|
*name = mus_playing.name;
|
|
order = mus_playing.baseorder;
|
|
}
|
|
else
|
|
{
|
|
*name = nullptr;
|
|
order = 0;
|
|
}
|
|
return order;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopMusic
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopMusic (bool force)
|
|
{
|
|
try
|
|
{
|
|
// [RH] Don't stop if a playlist is active.
|
|
if (!mus_playing.name.IsEmpty())
|
|
{
|
|
if (mus_playing.handle != nullptr)
|
|
{
|
|
S_ResumeMusic();
|
|
S_StopStream();
|
|
ZMusic_Stop(mus_playing.handle);
|
|
auto h = mus_playing.handle;
|
|
mus_playing.handle = nullptr;
|
|
ZMusic_Close(h);
|
|
}
|
|
mus_playing.LastSong = std::move(mus_playing.name);
|
|
}
|
|
}
|
|
catch (const CRecoverableError& )
|
|
{
|
|
//Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what());
|
|
if (mus_playing.handle != nullptr)
|
|
{
|
|
auto h = mus_playing.handle;
|
|
mus_playing.handle = nullptr;
|
|
ZMusic_Close(h);
|
|
}
|
|
mus_playing.name = "";
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD changemus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (changemus)
|
|
{
|
|
if (MusicEnabled())
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
|
|
}
|
|
else
|
|
{
|
|
const char *currentmus = mus_playing.name.GetChars();
|
|
if(currentmus != nullptr && *currentmus != 0)
|
|
{
|
|
Printf ("currently playing %s\n", currentmus);
|
|
}
|
|
else
|
|
{
|
|
Printf ("no music playing\n");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf("Music is disabled\n");
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD stopmus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (stopmus)
|
|
{
|
|
S_StopMusic (false);
|
|
mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
|
|
}
|
|
|
|
static FString lastMusicLevel, lastMusic;
|
|
int Mus_Play(const char *mapname, const char *fn, bool loop)
|
|
{
|
|
if (mus_blocked) return 1; // Caller should believe it succeeded.
|
|
// Store the requested names for resuming.
|
|
lastMusicLevel = mapname;
|
|
lastMusic = fn;
|
|
|
|
if (!MusicEnabled())
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Allow per level music substitution.
|
|
// For most cases using $musicalias would be sufficient, but that method only works if a level actually has some music defined at all.
|
|
// This way it can be done with an add-on definition lump even in cases like Redneck Rampage where no music definitions exist
|
|
// or where music gets reused for multiple levels but replacement is wanted individually.
|
|
if (mapname && *mapname)
|
|
{
|
|
if (*mapname == '/') mapname++;
|
|
FName *check = LevelMusicAliases.CheckKey(FName(mapname, true));
|
|
if (check) fn = check->GetChars();
|
|
}
|
|
|
|
// Now perform music aliasing. This also needs to be done before checking identities because multiple names can map to the same song.
|
|
FName* aliasp = MusicAliases.CheckKey(fn);
|
|
if (aliasp != nullptr)
|
|
{
|
|
if (*aliasp == NAME_None)
|
|
{
|
|
return true; // flagged to be ignored
|
|
}
|
|
fn = aliasp->GetChars();
|
|
}
|
|
|
|
if (!mus_restartonload)
|
|
{
|
|
// If the currently playing piece of music is the same, do not restart. Note that there's still edge cases where this may fail to detect identities.
|
|
if (mus_playing.handle != nullptr && lastStartedMusic.CompareNoCase(fn) == 0 && mus_playing.loop)
|
|
return true;
|
|
}
|
|
|
|
return S_ChangeMusic(fn, 0, loop, true);
|
|
}
|
|
|
|
bool Mus_IsPlaying()
|
|
{
|
|
return mus_playing.handle != nullptr;
|
|
}
|
|
|
|
void Mus_Stop()
|
|
{
|
|
if (mus_blocked) return;
|
|
S_StopMusic(true);
|
|
}
|
|
|
|
void Mus_Fade(double seconds)
|
|
{
|
|
// Todo: Blood uses this, but the streamer cannot currently fade the volume.
|
|
Mus_Stop();
|
|
}
|
|
|
|
void Mus_SetPaused(bool on)
|
|
{
|
|
if (on) S_PauseMusic();
|
|
else S_ResumeMusic();
|
|
}
|
|
|
|
void Mus_Serialize(FSerializer &arc)
|
|
{
|
|
if (arc.BeginObject("music"))
|
|
{
|
|
if (arc.isWriting())
|
|
{
|
|
FString music = mus_playing.name;
|
|
if (music.IsEmpty()) music = mus_playing.LastSong;
|
|
|
|
arc.AddString("music", music);
|
|
}
|
|
else arc("music", mus_playing.LastSong);
|
|
|
|
arc("baseorder", mus_playing.baseorder)
|
|
("loop", mus_playing.loop)
|
|
.EndObject();
|
|
|
|
// this is to prevent scripts from resetting the music after it has been loaded from the savegame.
|
|
if (arc.isReading()) mus_blocked = true;
|
|
// Actual music resuming cannot be performed here, it must be done in the game code.
|
|
}
|
|
}
|
|
|
|
void Mus_ResumeSaved()
|
|
{
|
|
S_RestartMusic();
|
|
}
|
|
|
|
|