mirror of
https://github.com/ZDoom/raze-gles.git
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e2f5e8fe34
We'll need 'common' for something else.
741 lines
19 KiB
C++
741 lines
19 KiB
C++
/*
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**
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** music.cpp
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**
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** music engine - borrowed from GZDoom
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**
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** Copyright 1999-2016 Randy Heit
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** Copyright 2002-2016 Christoph Oelckers
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**
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**---------------------------------------------------------------------------
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <zmusic.h>
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#include "z_music.h"
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#include "zstring.h"
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#include "backend/i_sound.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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#include "v_text.h"
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#include "mapinfo.h"
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#include "serializer.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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MusicAliasMap LevelMusicAliases;
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bool MusicPaused;
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static bool mus_blocked;
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static FString lastStartedMusic;
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EXTERN_CVAR(Float, mus_volume)
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CVAR(Bool, printmusicinfo, false, 0)
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CVAR(Bool, mus_extendedlookup, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// 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
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static FName knownMusicExts[] = {
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NAME_OGG,
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NAME_FLAC,
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NAME_MP3,
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NAME_MP2,
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NAME_XA,
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NAME_XM,
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NAME_MOD,
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NAME_IT,
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NAME_S3M,
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NAME_MTM,
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NAME_STM,
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NAME_669,
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NAME_PTM,
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NAME_AMF,
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NAME_OKT,
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NAME_DSM,
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NAME_AMFF,
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NAME_SPC,
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NAME_VGM,
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NAME_VGZ,
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NAME_AY,
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NAME_GBS,
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NAME_GYM,
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NAME_HES,
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NAME_KSS,
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NAME_NSF,
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NAME_NSFE,
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NAME_SAP,
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NAME_MID,
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NAME_HMP,
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NAME_HMI,
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NAME_XMI,
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NAME_VOC,
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};
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FString G_SetupFilenameBasedMusic(const char* fn, const char* defmusic)
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{
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FString name = StripExtension(fn);
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FString test;
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// Test if a real file with this name exists with all known extensions for music.
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for (auto& ext : knownMusicExts)
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{
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test.Format("%s.%s", name.GetChars(), ext.GetChars());
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if (FileExists(test)) return test;
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#ifdef __unix__
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test.Format("%s.%s", name.GetChars(), FString(ext.GetChars()).MakeLower().GetChars());
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if (FileExists(test)) return test;
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#endif
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}
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return defmusic;
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}
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FString MusicFileExists(const char* fn)
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{
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if (mus_extendedlookup) return G_SetupFilenameBasedMusic(fn, nullptr);
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if (FileExists(fn)) return fn;
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return FString();
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}
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int LookupMusicLump(const char* fn)
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{
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if (mus_extendedlookup)
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{
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FString name = StripExtension(fn);
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int l = fileSystem.FindFileWithExtensions(name, knownMusicExts, countof(knownMusicExts));
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if (l >= 0) return l;
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}
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return fileSystem.FindFile(fn);
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}
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//==========================================================================
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//
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// Music lookup in various places.
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//
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//==========================================================================
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FileReader LookupMusic(const char* musicname)
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{
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FileReader reader;
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FString mus = MusicFileExists(musicname);
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if (mus.IsNotEmpty())
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{
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// Load an external file.
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reader.OpenFile(mus);
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}
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if (!reader.isOpen())
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{
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int lumpnum = LookupMusicLump(musicname);
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if (mus_extendedlookup && lumpnum >= 0)
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{
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// EDuke also looks in a subfolder named after the main game resource. Do this as well if extended lookup is active.
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auto rfn = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(lumpnum));
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auto rfbase = ExtractFileBase(rfn);
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FStringf aliasMusicname("music/%s/%s", rfbase.GetChars(), musicname);
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lumpnum = LookupMusicLump(aliasMusicname);
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}
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if (lumpnum == -1)
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{
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// Always look in the 'music' subfolder as well. This gets used by multiple setups to store ripped CD tracks.
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FStringf aliasMusicname("music/%s", musicname);
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lumpnum = LookupMusicLump(aliasMusicname);
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}
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if (lumpnum == -1 && (g_gameType & GAMEFLAG_SW))
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{
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// Some Shadow Warrioe distributions have the music in a subfolder named 'classic'. Check that, too.
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FStringf aliasMusicname("classic/music/%s", musicname);
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lumpnum = fileSystem.FindFile(aliasMusicname);
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}
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if (lumpnum > -1)
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{
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if (fileSystem.FileLength(lumpnum) >= 0)
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{
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reader = fileSystem.ReopenFileReader(lumpnum);
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if (!reader.isOpen())
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{
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Printf(TEXTCOLOR_RED "Unable to play music " TEXTCOLOR_WHITE "\"%s\"\n", musicname);
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}
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else if (printmusicinfo) Printf("Playing music from file system %s:%s\n", fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(lumpnum)), fileSystem.GetFileFullPath(lumpnum).GetChars());
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}
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}
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}
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else if (printmusicinfo) Printf("Playing music from external file %s\n", musicname);
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return reader;
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}
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//==========================================================================
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//
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//
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//
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// Create a sound system stream for the currently playing song
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//==========================================================================
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static std::unique_ptr<SoundStream> musicStream;
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static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
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{
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bool written = ZMusic_FillStream(mus_playing.handle, buff, len);
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if (!written)
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{
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memset((char*)buff, 0, len);
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return false;
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}
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return true;
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}
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void S_CreateStream()
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{
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if (!mus_playing.handle) return;
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SoundStreamInfo fmt;
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ZMusic_GetStreamInfo(mus_playing.handle, &fmt);
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if (fmt.mBufferSize > 0) // if buffer size is 0 the library will play the song itself (e.g. Windows system synth.)
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{
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int flags = fmt.mNumChannels < 0 ? 0 : SoundStream::Float;
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if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
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musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
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if (musicStream) musicStream->Play(true, 1);
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}
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}
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void S_PauseStream(bool paused)
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{
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if (musicStream) musicStream->SetPaused(paused);
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}
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void S_StopStream()
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{
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if (musicStream)
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{
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musicStream->Stop();
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musicStream.reset();
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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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//
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//==========================================================================
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static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vol, int subsong)
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{
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if (rel_vol > 0.f)
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{
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float factor = relative_volume / saved_relative_volume;
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saved_relative_volume = rel_vol;
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I_SetRelativeVolume(saved_relative_volume * factor);
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}
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ZMusic_Stop(song);
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if (!ZMusic_Start(song, subsong, loop))
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{
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return false;
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}
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// Notify the sound system of the changed relative volume
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mus_volume.Callback();
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return true;
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}
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//==========================================================================
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//
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// S_PauseSound
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//
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// Stop music and sound effects, during game PAUSE.
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//==========================================================================
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void S_PauseMusic ()
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{
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if (mus_playing.handle && !MusicPaused)
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{
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ZMusic_Pause(mus_playing.handle);
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S_PauseStream(true);
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MusicPaused = true;
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}
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}
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//==========================================================================
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//
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// S_ResumeSound
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//
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// Resume music and sound effects, after game PAUSE.
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//==========================================================================
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void S_ResumeMusic ()
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{
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if (mus_playing.handle && MusicPaused)
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{
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ZMusic_Resume(mus_playing.handle);
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S_PauseStream(false);
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MusicPaused = false;
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}
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}
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//==========================================================================
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//
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// S_UpdateSound
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//
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//==========================================================================
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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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// [RH] Update music and/or playlist. IsPlaying() must be called
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// to attempt to reconnect to broken net streams and to advance the
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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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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_ChangeCDMusic
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//
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// Starts a CD track as music.
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//==========================================================================
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bool S_ChangeCDMusic (int track, unsigned int id, bool looping)
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{
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char temp[32];
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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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}
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else
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{
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mysnprintf (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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//==========================================================================
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//
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// S_StartMusic
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//
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// Starts some music with the given name.
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//==========================================================================
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bool S_StartMusic (const char *m_id)
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{
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return S_ChangeMusic (m_id, 0, false);
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}
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//==========================================================================
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//
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// S_ChangeMusic
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//
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// Starts playing a music, possibly looping.
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//
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// [RH] If music is a MOD, starts it at position order. If name is of the
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// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
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// specified, it will only be played if the specified CD is in a drive.
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//==========================================================================
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bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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{
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lastStartedMusic = musicname; // remember the last piece of music that was requested to be played.
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if (musicname == nullptr || musicname[0] == 0)
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{
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// Don't choke if the map doesn't have a song attached
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S_StopMusic (true);
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mus_playing.name = "";
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mus_playing.LastSong = "";
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return true;
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}
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if (*musicname == '/') musicname++;
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FString DEH_Music;
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if (!mus_playing.name.IsEmpty() &&
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mus_playing.handle != nullptr &&
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stricmp (mus_playing.name, musicname) == 0 &&
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ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping))
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{
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if (order != mus_playing.baseorder)
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{
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if (ZMusic_SetSubsong(mus_playing.handle, order))
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{
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mus_playing.baseorder = order;
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}
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}
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else if (!ZMusic_IsPlaying(mus_playing.handle))
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{
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if (!ZMusic_Start(mus_playing.handle, order, looping))
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
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S_CreateStream();
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}
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return true;
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}
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if (strnicmp (musicname, ",CD,", 4) == 0)
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{
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int track = strtoul (musicname+4, nullptr, 0);
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const char *more = strchr (musicname+4, ',');
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unsigned int id = 0;
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if (more != nullptr)
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{
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id = strtoul (more+1, nullptr, 16);
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}
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S_StopMusic (true);
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mus_playing.handle = ZMusic_OpenCDSong (track, id);
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if (mus_playing.handle == nullptr)
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{
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Printf("Unable to start CD Audio for track #%d, ID %d\n", track, id);
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}
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}
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else
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{
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int lumpnum = -1;
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int length = 0;
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ZMusic_MusicStream handle = nullptr;
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MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
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// Strip off any leading file:// component.
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if (strncmp(musicname, "file://", 7) == 0)
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{
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musicname += 7;
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}
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FileReader reader = LookupMusic(musicname);
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if (!reader.isOpen()) return false;
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// shutdown old music
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S_StopMusic (true);
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// Just record it if volume is 0 or music was disabled
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if (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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mus_playing.baseorder = order;
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mus_playing.LastSong = musicname;
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return true;
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}
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// load & register it
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if (handle != nullptr)
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{
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mus_playing.handle = handle;
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}
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else
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{
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auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
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mus_playing.handle = ZMusic_OpenSong(mreader, devp? (EMidiDevice)devp->device : MDEV_DEFAULT, devp? devp->args.GetChars() : "");
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if (mus_playing.handle == nullptr)
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{
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Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
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}
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}
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mus_playing.loop = looping;
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mus_playing.name = musicname;
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mus_playing.baseorder = 0;
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mus_playing.LastSong = "";
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if (mus_playing.handle != 0)
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{ // play it
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auto volp = MusicVolumes.CheckKey(musicname);
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float vol = volp ? *volp : 1.f;
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if (!S_StartMusicPlaying(mus_playing.handle, looping, vol, order))
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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return false;
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}
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S_CreateStream();
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mus_playing.baseorder = order;
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return true;
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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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// S_RestartMusic
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//
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//==========================================================================
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void S_RestartMusic ()
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{
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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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S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
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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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}
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//==========================================================================
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//
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// S_MIDIDeviceChanged
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//
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//==========================================================================
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void S_MIDIDeviceChanged(int newdev)
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{
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auto song = mus_playing.handle;
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if (song != nullptr && ZMusic_IsMIDI(song) && ZMusic_IsPlaying(song))
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{
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// Reload the song to change the device
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auto mi = mus_playing;
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S_StopMusic(true);
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S_ChangeMusic(mi.name, mi.baseorder, mi.loop);
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}
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}
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//==========================================================================
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//
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// S_GetMusic
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//
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//==========================================================================
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|
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int S_GetMusic (const char **name)
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{
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int order;
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if (mus_playing.name.IsNotEmpty())
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{
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*name = mus_playing.name;
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order = mus_playing.baseorder;
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}
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else
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{
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*name = nullptr;
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order = 0;
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}
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return order;
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}
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//==========================================================================
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//
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// S_StopMusic
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//
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//==========================================================================
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void S_StopMusic (bool force)
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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 (!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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S_ResumeMusic();
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S_StopStream();
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ZMusic_Stop(mus_playing.handle);
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auto h = mus_playing.handle;
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mus_playing.handle = nullptr;
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ZMusic_Close(h);
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}
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mus_playing.LastSong = std::move(mus_playing.name);
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}
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}
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catch (const std::runtime_error& )
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{
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//Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what());
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if (mus_playing.handle != nullptr)
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{
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auto h = mus_playing.handle;
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mus_playing.handle = nullptr;
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ZMusic_Close(h);
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}
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mus_playing.name = "";
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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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//
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//==========================================================================
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CCMD (changemus)
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{
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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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S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
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}
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else
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{
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const char *currentmus = mus_playing.name.GetChars();
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if(currentmus != nullptr && *currentmus != 0)
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{
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Printf ("currently playing %s\n", currentmus);
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}
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else
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{
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Printf ("no music playing\n");
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}
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}
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}
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else
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|
{
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Printf("Music is disabled\n");
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}
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}
|
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|
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//==========================================================================
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//
|
|
// CCMD stopmus
|
|
//
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|
//==========================================================================
|
|
|
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CCMD (stopmus)
|
|
{
|
|
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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|
static FString lastMusicLevel, lastMusic;
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int Mus_Play(const char *mapname, const char *fn, bool loop)
|
|
{
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|
if (mus_blocked) return 1; // Caller should believe it succeeded.
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// Store the requested names for resuming.
|
|
lastMusicLevel = mapname;
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lastMusic = fn;
|
|
|
|
if (!MusicEnabled())
|
|
{
|
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return 0;
|
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}
|
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// Allow per level music substitution.
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// For most cases using $musicalias would be sufficient, but that method only works if a level actually has some music defined at all.
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// This way it can be done with an add-on definition lump even in cases like Redneck Rampage where no music definitions exist
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// or where music gets reused for multiple levels but replacement is wanted individually.
|
|
if (mapname && *mapname)
|
|
{
|
|
if (*mapname == '/') mapname++;
|
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FName *check = LevelMusicAliases.CheckKey(FName(mapname, true));
|
|
if (check) fn = check->GetChars();
|
|
}
|
|
|
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// 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();
|
|
}
|
|
|
|
|