allow alternate loop music for music wheel

This commit is contained in:
Glenn Maynard
2007-04-06 18:34:43 +00:00
parent 59aaf0dec9
commit 1067755333
7 changed files with 39 additions and 8 deletions
+24 -4
View File
@@ -42,6 +42,8 @@ static FadeState g_FadeState = FADE_NONE;
static float g_fDimVolume = 1.0f;
static float g_fOriginalVolume = 1.0f;
static float g_fDimDurationRemaining = 0.0f;
static bool g_bWasPlayingOnLastUpdate = false;
static RString g_sFallbackMusicPath;
struct MusicPlaying
{
@@ -85,7 +87,7 @@ struct MusicToPlay
TimingData m_TimingData;
NoteData m_LightsData;
bool bForceLoop;
float fStartSecond, fLengthSeconds, fFadeOutLengthSeconds;
float fStartSecond, fLengthSeconds, fFadeInLengthSeconds, fFadeOutLengthSeconds;
bool bAlignBeat;
MusicToPlay()
{
@@ -235,6 +237,7 @@ static void StartMusic( MusicToPlay &ToPlay )
RageSoundParams p;
p.m_StartSecond = ToPlay.fStartSecond;
p.m_LengthSeconds = ToPlay.fLengthSeconds;
p.m_fFadeInSeconds = ToPlay.fFadeInLengthSeconds;
p.m_fFadeOutSeconds = ToPlay.fFadeOutLengthSeconds;
p.m_StartTime = when;
if( ToPlay.bForceLoop )
@@ -463,6 +466,18 @@ float GameSoundManager::GetFrameTimingAdjustment( float fDeltaTime )
void GameSoundManager::Update( float fDeltaTime )
{
{
g_Mutex->Lock();
bool bIsPlaying = g_Playing->m_Music->IsPlaying();
g_Mutex->Unlock();
if( !bIsPlaying && g_bWasPlayingOnLastUpdate && !g_sFallbackMusicPath.empty() )
{
PlayMusic( g_sFallbackMusicPath, NULL, false, 0, -1, 1.5f );
g_sFallbackMusicPath = "";
}
g_bWasPlayingOnLastUpdate = bIsPlaying;
}
LockMut( *g_Mutex );
{
@@ -502,7 +517,6 @@ void GameSoundManager::Update( float fDeltaTime )
return;
const float fAdjust = GetFrameTimingAdjustment( fDeltaTime );
if( !g_Playing->m_Music->IsPlaying() )
{
/* There's no song playing. Fake it. */
@@ -630,14 +644,19 @@ RString GameSoundManager::GetMusicPath() const
}
void GameSoundManager::PlayMusic(
const RString &sFile,
RString sFile,
const TimingData *pTiming,
bool bForceLoop,
float fStartSecond,
float fLengthSeconds,
float fFadeInLengthSeconds,
float fFadeOutLengthSeconds,
bool bAlignBeat )
bool bAlignBeat,
RString sFallback
)
{
g_sFallbackMusicPath = sFallback;
// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str());
MusicToPlay ToPlay;
@@ -657,6 +676,7 @@ void GameSoundManager::PlayMusic(
ToPlay.bForceLoop = bForceLoop;
ToPlay.fStartSecond = fStartSecond;
ToPlay.fLengthSeconds = fLengthSeconds;
ToPlay.fFadeInLengthSeconds = fFadeInLengthSeconds;
ToPlay.fFadeOutLengthSeconds = fFadeOutLengthSeconds;
ToPlay.bAlignBeat = bAlignBeat;