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6a8efb7520
# Conflicts: # source/core/music/music.cpp # Conflicts: # source/build/src/palette.cpp
612 lines
20 KiB
C++
612 lines
20 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2016 EDuke32 developers and contributors
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Copyright (C) 2019 Christoph Oelckers
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "compat.h"
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#include "duke3d.h"
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#include "raze_music.h"
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#include "mapinfo.h"
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#include "sound/s_soundinternal.h"
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BEGIN_DUKE_NS
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class DukeSoundEngine : public SoundEngine
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{
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// client specific parts of the sound engine go in this class.
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *chan) override;
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TArray<uint8_t> ReadSound(int lumpnum) override;
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public:
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DukeSoundEngine()
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{
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S_Rolloff.RolloffType = ROLLOFF_Doom; // Seems like Duke uses the same rolloff type as Doom.
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S_Rolloff.MinDistance = 144; // was originally 576 which looks like a bug and sounds like crap.
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S_Rolloff.MaxDistance = 1088;
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}
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};
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void S_InitSound()
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{
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soundEngine = new DukeSoundEngine;
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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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TArray<uint8_t> DukeSoundEngine::ReadSound(int lumpnum)
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{
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auto wlump = fileSystem.OpenFileReader(lumpnum);
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return wlump.Read();
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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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void S_PauseSounds(bool paused)
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{
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soundEngine->SetPaused(paused);
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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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void cacheAllSounds(void)
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{
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auto& sfx = soundEngine->GetSounds();
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int i = 0;
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for(auto &snd : sfx)
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{
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soundEngine->CacheSound(&snd);
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if (((++i)&31) == 0)
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gameHandleEvents();
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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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//==========================================================================
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static inline int S_GetPitch(int num)
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{
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auto const* snd = soundEngine->GetUserData(num + 1);
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if (!snd) return 0;
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int const range = abs(snd[kPitchEnd] - snd[kPitchStart]);
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return (range == 0) ? snd[kPitchStart] : min(snd[kPitchStart], snd[kPitchEnd]) + rand() % range;
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}
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float S_ConvertPitch(int lpitch)
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{
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return pow(2, lpitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
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}
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int S_GetUserFlags(int num)
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{
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if (!soundEngine->isValidSoundId(num+1)) return 0;
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auto const* snd = soundEngine->GetUserData(num + 1);
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if (!snd) return 0;
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return snd[kFlags];
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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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int S_DefineSound(unsigned index, const char* filename, int minpitch, int maxpitch, int priority, int type, int distance, float volume)
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{
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if ((unsigned)index >= MAXSOUNDS)
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return -1;
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auto& S_sfx = soundEngine->GetSounds();
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index++;
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unsigned oldindex = S_sfx.Size();
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if (index >= S_sfx.Size())
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{
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S_sfx.Resize(index + 1);
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for (; oldindex <= index; oldindex++)
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{
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S_sfx[oldindex].Clear();
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}
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}
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auto sfx = &S_sfx[index];
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bool alreadydefined = !sfx->bTentative;
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sfx->UserData.Resize(kMaxUserData);
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auto sndinf = sfx->UserData.Data();
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sndinf[kFlags] = type & ~SF_ONEINST_INTERNAL;
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if (sndinf[kFlags] & SF_LOOP)
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sndinf[kFlags] |= SF_ONEINST_INTERNAL;
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sfx->lumpnum = S_LookupSound(filename);
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sndinf[kPitchStart] = clamp(minpitch, INT16_MIN, INT16_MAX);
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sndinf[kPitchEnd] = clamp(maxpitch, INT16_MIN, INT16_MAX);
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sndinf[kPriority] = priority & 255;
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sndinf[kVolAdjust] = clamp(distance, INT16_MIN, INT16_MAX);
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sfx->Volume = volume;
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sfx->NearLimit = 6;
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sfx->bTentative = false;
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sfx->name = filename;
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return 0;
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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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static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum,
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const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
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{
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// There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters.
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// However, ultimately rolloff would also just reposition the sound source so this can remain as it is.
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int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
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auto const* snd = soundEngine->GetUserData(soundNum+1);
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int userflags = snd? snd[kFlags] : 0;
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int dist_adjust = snd? snd[kVolAdjust] : 0;
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if (PN(spriteNum) != APLAYER || P_Get(spriteNum) != screenpeek)
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{
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orgsndist = sndist = FindDistance3D(cam->x - pos->x, cam->y - pos->y, (cam->z - pos->z));
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if ((userflags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && S_IsAmbientSFX(spriteNum) && (sector[SECT(spriteNum)].lotag & 0xff) < 9) // ST_9_SLIDING_ST_DOOR
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sndist = divscale14(sndist, SHT(spriteNum) + 1);
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}
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sndist += dist_adjust;
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if (sndist < 0)
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sndist = 0;
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if (!FURY && sectNum > -1 && sndist && PN(spriteNum) != MUSICANDSFX
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&& !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (24 << 8), SECT(spriteNum)))
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sndist += sndist>>5;
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// Here the sound distance was clamped to a minimum of 144*4.
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// It's better to handle rolloff in the backend instead of whacking the sound origin here.
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// That way the lower end can be made customizable instead of losing all precision right here at the source.
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if (sndist < 0) sndist = 0;
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if (distPtr)
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{
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*distPtr = sndist;
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}
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if (sndPos)
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{
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FVector3 sndorg = GetSoundPos(pos);
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FVector3 campos = GetSoundPos(cam);
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// Now calculate the virtual position in sound system coordinates.
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FVector3 sndvec = sndorg - campos;
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if (orgsndist > 0)
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{
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float scale = float(sndist) / orgsndist; // adjust by what was calculated above;
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*sndPos = campos + sndvec * scale;
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}
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else *sndPos = campos;
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}
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return false;
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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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void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
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{
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if (ud.camerasprite == -1)
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{
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if (ud.overhead_on != 2)
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{
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if (c) *c = &CAMERA(pos);
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if (cs) *cs = CAMERA(sect);
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if (ca) *ca = fix16_to_int(CAMERA(q16ang));
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}
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else
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{
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auto pPlayer = g_player[screenpeek].ps;
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if (c) *c = &pPlayer->pos;
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if (cs) *cs = pPlayer->cursectnum;
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if (ca) *ca = fix16_to_int(pPlayer->q16ang);
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}
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}
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else
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{
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if (c) *c = &sprite[ud.camerasprite].pos;
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if (cs) *cs = sprite[ud.camerasprite].sectnum;
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if (ca) *ca = sprite[ud.camerasprite].ang;
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}
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}
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//=========================================================================
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//
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// CalcPosVel
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//
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// The game specific part of the sound updater.
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//
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//=========================================================================
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void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* )
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{
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if (pos != nullptr)
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{
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vec3_t* campos;
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int32_t camsect;
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S_GetCamera(&campos, nullptr, &camsect);
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if (vel) vel->Zero();
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if (type == SOURCE_Unattached)
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{
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pos->X = pt[0];
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pos->Y = pt[1];
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pos->Z = pt[2];
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}
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else if (type == SOURCE_Actor)
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{
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auto actor = (spritetype*)source;
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assert(actor != nullptr);
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if (actor != nullptr)
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{
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S_CalcDistAndAng(int(actor - sprite), chanSound - 1, camsect, campos, &actor->pos, nullptr, pos);
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/*
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if (vel) // DN3D does not properly maintain this.
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{
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vel->X = float(actor->Vel.X * TICRATE);
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vel->Y = float(actor->Vel.Z * TICRATE);
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vel->Z = float(actor->Vel.Y * TICRATE);
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}
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*/
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}
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}
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if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
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{
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pos->Y = campos->z / 256.f;
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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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//
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//==========================================================================
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void S_Update(void)
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{
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SoundListener listener;
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vec3_t* c;
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int32_t ca, cs;
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S_GetCamera(&c, &ca, &cs);
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if (c != nullptr)
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{
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listener.angle = -(float)ca * pi::pi() / 1024; // Build uses a period of 2048.
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listener.velocity.Zero();
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listener.position = GetSoundPos(c);
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listener.underwater = false;
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// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
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// listenactor->waterlevel == 3;
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//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
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listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
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listener.valid = true;
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}
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else
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{
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listener.angle = 0;
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listener.position.Zero();
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listener.velocity.Zero();
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listener.underwater = false;
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listener.Environment = nullptr;
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listener.valid = false;
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}
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listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
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soundEngine->SetListener(listener);
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soundEngine->UpdateSounds((int)totalclock);
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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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int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
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{
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int sndnum = VM_OnEventWithReturn(EVENT_SOUND, spriteNum, screenpeek, num);
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auto const pPlayer = g_player[myconnectindex].ps;
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if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || (pPlayer->gm & MODE_MENU) ||
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(pPlayer->timebeforeexit > 0 && pPlayer->timebeforeexit <= GAMETICSPERSEC * 3)) return -1;
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int userflags = S_GetUserFlags(sndnum);
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if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout))
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return -1;
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// Duke talk
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if (userflags & SF_TALK)
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{
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if ((g_netServer || ud.multimode > 1) && PN(spriteNum) == APLAYER && P_Get(spriteNum) != screenpeek) // other player sound
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{
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if ((snd_speech & 4) != 4)
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return -1;
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}
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else if ((snd_speech & 1) != 1)
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return -1;
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bool foundone = soundEngine->EnumerateChannels([&](FSoundChan* chan)
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{
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auto sid = chan->OrgID;
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auto flags = S_GetUserFlags(sid - 1);
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return !!(flags & SF_TALK);
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});
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// don't play if any Duke talk sounds are already playing
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if (foundone) return -1;
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}
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else if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG) // Duke-Tag sound
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{
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return S_PlaySound(sndnum);
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}
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int32_t sndist;
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FVector3 sndpos; // this is in sound engine space.
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vec3_t* campos;
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int32_t camsect;
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S_GetCamera(&campos, nullptr, &camsect);
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S_CalcDistAndAng(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
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int pitch = S_GetPitch(sndnum);
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auto const pOther = g_player[screenpeek].ps;
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if (pOther->sound_pitch)
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pitch += pOther->sound_pitch;
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bool explosionp = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((!FURY) && (sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));
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if (explosionp)
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{
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if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER)
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pitch -= 1024;
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}
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else
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{
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if (sndist > 32767 && PN(spriteNum) != MUSICANDSFX && (userflags & (SF_LOOP | SF_MSFX)) == 0)
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return -1;
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if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER
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&& (userflags & SF_TALK) == 0)
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pitch = -768;
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}
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bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1);
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if (is_playing && PN(spriteNum) != MUSICANDSFX)
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S_StopEnvSound(sndnum, spriteNum);
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int const repeatp = (userflags & SF_LOOP);
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if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
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{
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return -1;
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}
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// These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result.
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// I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance.
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// For the original effect, attenuation needs to be set to ATTN_NONE here.
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float attenuation;
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if (explosionp) attenuation = 0.5f;
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else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
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if (userflags & SF_LOOP) flags |= CHANF_LOOP;
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auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, channel, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
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return chan ? 0 : -1;
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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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int S_PlaySound(int num, int channel, EChanFlags flags)
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{
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int sndnum = VM_OnEventWithReturn(EVENT_SOUND, g_player[screenpeek].ps->i, screenpeek, num);
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if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
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int userflags = S_GetUserFlags(sndnum);
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if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout))
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return -1;
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int const pitch = S_GetPitch(sndnum);
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if (userflags & SF_LOOP) flags |= CHANF_LOOP;
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auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sndnum + 1, 0.8f, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
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return chan ? 0 : -1;
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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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int A_PlaySound(int soundNum, int spriteNum, int channel, EChanFlags flags)
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{
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return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, channel, flags) :
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S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, channel, flags);
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}
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void S_StopEnvSound(int sndNum, int sprNum, int channel)
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{
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if (sprNum < -1 || sprNum >= MAXSPRITES) return;
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if (sprNum == -1) soundEngine->StopSoundID(sndNum+1);
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else
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{
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if (channel == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum + 1);
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else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1);
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// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
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if ( S_IsAmbientSFX(sprNum) && sector[SECT(sprNum)].lotag < 3) // ST_2_UNDERWATER
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actor[sprNum].t_data[0] = 0;
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}
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}
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void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
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{
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if (spriteNum < -1 || spriteNum >= MAXSPRITES) return;
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double expitch = pow(2, pitchoffset / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
|
|
if (spriteNum == -1)
|
|
{
|
|
soundEngine->ChangeSoundPitch(SOURCE_Unattached, nullptr, CHAN_AUTO, expitch, soundNum+1);
|
|
}
|
|
else
|
|
{
|
|
soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum+1);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int A_CheckSoundPlaying(int spriteNum, int soundNum, int channel)
|
|
{
|
|
if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
|
|
if ((unsigned)spriteNum >= MAXSPRITES) return false;
|
|
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], channel, soundNum+1);
|
|
}
|
|
|
|
// Check if actor <i> is playing any sound.
|
|
int A_CheckAnySoundPlaying(int spriteNum)
|
|
{
|
|
if ((unsigned)spriteNum >= MAXSPRITES) return false;
|
|
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, 0);
|
|
}
|
|
|
|
int S_CheckSoundPlaying(int soundNum)
|
|
{
|
|
return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_MenuSound(void)
|
|
{
|
|
static int SoundNum;
|
|
int const menusnds[] = {
|
|
LASERTRIP_EXPLODE, DUKE_GRUNT, DUKE_LAND_HURT, CHAINGUN_FIRE, SQUISHED, KICK_HIT,
|
|
PISTOL_RICOCHET, PISTOL_BODYHIT, PISTOL_FIRE, SHOTGUN_FIRE, BOS1_WALK, RPG_EXPLODE,
|
|
PIPEBOMB_BOUNCE, PIPEBOMB_EXPLODE, NITEVISION_ONOFF, RPG_SHOOT, SELECT_WEAPON,
|
|
};
|
|
int s = VM_OnEventWithReturn(EVENT_OPENMENUSOUND, g_player[screenpeek].ps->i, screenpeek, FURY ? -1 : menusnds[SoundNum++ % ARRAY_SIZE(menusnds)]);
|
|
if (s != -1)
|
|
S_PlaySound(s, CHAN_AUTO, CHANF_UI);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Music
|
|
//
|
|
//==========================================================================
|
|
|
|
static void S_SetMusicIndex(unsigned int m)
|
|
{
|
|
ud.music_episode = m / MAXLEVELS;
|
|
ud.music_level = m % MAXLEVELS;
|
|
}
|
|
|
|
void S_PlayLevelMusicOrNothing(unsigned int m)
|
|
{
|
|
ud.returnvar[0] = m / MAXLEVELS;
|
|
ud.returnvar[1] = m % MAXLEVELS;
|
|
|
|
int retval = VM_OnEvent(EVENT_PLAYLEVELMUSICSLOT, g_player[myconnectindex].ps->i, myconnectindex);
|
|
|
|
if (retval >= 0)
|
|
{
|
|
auto& mr = m == USERMAPMUSICFAKESLOT ? userMapRecord : mapList[m];
|
|
Mus_Play(mr.labelName, mr.music, true);
|
|
S_SetMusicIndex(m);
|
|
}
|
|
}
|
|
|
|
int S_TryPlaySpecialMusic(unsigned int m)
|
|
{
|
|
auto& musicfn = mapList[m].music;
|
|
if (musicfn.IsNotEmpty())
|
|
{
|
|
if (!Mus_Play(nullptr, musicfn, true))
|
|
{
|
|
S_SetMusicIndex(m);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void S_PlaySpecialMusicOrNothing(unsigned int m)
|
|
{
|
|
if (S_TryPlaySpecialMusic(m))
|
|
{
|
|
S_SetMusicIndex(m);
|
|
}
|
|
}
|
|
|
|
void S_ContinueLevelMusic(void)
|
|
{
|
|
VM_OnEvent(EVENT_CONTINUELEVELMUSICSLOT, g_player[myconnectindex].ps->i, myconnectindex);
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|