move params t oa struct
simplify fallback
This commit is contained in:
@@ -43,7 +43,6 @@ static float g_fDimVolume = 1.0f;
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static float g_fOriginalVolume = 1.0f;
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static float g_fDimDurationRemaining = 0.0f;
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static bool g_bWasPlayingOnLastUpdate = false;
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static RString g_sFallbackMusicPath;
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struct MusicPlaying
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{
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@@ -95,6 +94,7 @@ struct MusicToPlay
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}
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};
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vector<MusicToPlay> g_MusicsToPlay;
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static GameSoundManager::PlayMusicParams g_FallbackMusic;
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static void StartMusic( MusicToPlay &ToPlay )
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{
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@@ -470,10 +470,11 @@ void GameSoundManager::Update( float fDeltaTime )
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g_Mutex->Lock();
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bool bIsPlaying = g_Playing->m_Music->IsPlaying();
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g_Mutex->Unlock();
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if( !bIsPlaying && g_bWasPlayingOnLastUpdate && !g_sFallbackMusicPath.empty() )
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if( !bIsPlaying && g_bWasPlayingOnLastUpdate && !g_FallbackMusic.sFile.empty() )
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{
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PlayMusic( g_sFallbackMusicPath, NULL, false, 0, -1, 1.5f );
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g_sFallbackMusicPath = "";
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PlayMusic( g_FallbackMusic );
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g_FallbackMusic.sFile = "";
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}
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g_bWasPlayingOnLastUpdate = bIsPlaying;
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}
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@@ -651,34 +652,47 @@ void GameSoundManager::PlayMusic(
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float fLengthSeconds,
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float fFadeInLengthSeconds,
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float fFadeOutLengthSeconds,
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bool bAlignBeat,
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RString sFallback
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bool bAlignBeat
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)
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{
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g_sFallbackMusicPath = sFallback;
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PlayMusicParams params;
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params.sFile = sFile;
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params.pTiming = pTiming;
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params.bForceLoop = bForceLoop;
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params.fStartSecond = fStartSecond;
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params.fLengthSeconds = fLengthSeconds;
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params.fFadeInLengthSeconds = fFadeInLengthSeconds;
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params.fFadeOutLengthSeconds = fFadeOutLengthSeconds;
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params.bAlignBeat = bAlignBeat;
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PlayMusic( params );
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}
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void GameSoundManager::PlayMusic( PlayMusicParams params, PlayMusicParams FallbackMusic )
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{
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g_FallbackMusic = FallbackMusic;
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// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str());
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MusicToPlay ToPlay;
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ToPlay.m_sFile = sFile;
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if( pTiming )
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ToPlay.m_sFile = params.sFile;
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if( params.pTiming )
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{
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ToPlay.HasTiming = true;
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ToPlay.m_TimingData = *pTiming;
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ToPlay.m_TimingData = *params.pTiming;
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}
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else
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{
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/* If no timing data was provided, look for it in the same place as the music file. */
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ToPlay.m_sTimingFile = SetExtension( sFile, "sm" );
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ToPlay.m_sTimingFile = SetExtension( params.sFile, "sm" );
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}
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ToPlay.bForceLoop = bForceLoop;
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ToPlay.fStartSecond = fStartSecond;
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ToPlay.fLengthSeconds = fLengthSeconds;
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ToPlay.fFadeInLengthSeconds = fFadeInLengthSeconds;
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ToPlay.fFadeOutLengthSeconds = fFadeOutLengthSeconds;
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ToPlay.bAlignBeat = bAlignBeat;
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ToPlay.bForceLoop = params.bForceLoop;
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ToPlay.fStartSecond = params.fStartSecond;
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ToPlay.fLengthSeconds = params.fLengthSeconds;
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ToPlay.fFadeInLengthSeconds = params.fFadeInLengthSeconds;
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ToPlay.fFadeOutLengthSeconds = params.fFadeOutLengthSeconds;
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ToPlay.bAlignBeat = params.bAlignBeat;
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/* Add the MusicToPlay to the g_MusicsToPlay queue. */
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g_Mutex->Lock();
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@@ -16,6 +16,29 @@ public:
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~GameSoundManager();
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void Update( float fDeltaTime );
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struct PlayMusicParams
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{
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PlayMusicParams()
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{
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pTiming = NULL;
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bForceLoop = false;
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fStartSecond = 0;
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fLengthSeconds = -1;
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fFadeInLengthSeconds = 0;
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fFadeOutLengthSeconds = 0;
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bAlignBeat = true;
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}
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RString sFile;
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const TimingData *pTiming;
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bool bForceLoop;
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float fStartSecond;
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float fLengthSeconds;
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float fFadeInLengthSeconds;
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float fFadeOutLengthSeconds;
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bool bAlignBeat;
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};
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void PlayMusic( PlayMusicParams params, PlayMusicParams FallbackMusic = PlayMusicParams() );
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void PlayMusic(
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RString sFile,
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const TimingData *pTiming = NULL,
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@@ -24,8 +47,7 @@ public:
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float length_sec = -1,
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float fFadeInLengthSeconds = 0,
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float fade_len = 0,
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bool align_beat = true,
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RString sFallback = "" );
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bool align_beat = true );
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void StopMusic() { PlayMusic(""); }
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void DimMusic( float fVolume, float fDurationSeconds );
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RString GetMusicPath() const;
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@@ -289,13 +289,21 @@ void ScreenSelectMusic::CheckBackgroundRequests( bool bForce )
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g_bSampleMusicWaiting = false;
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SOUND->PlayMusic(
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m_sSampleMusicToPlay, m_pSampleMusicTimingData,
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SAMPLE_MUSIC_LOOPS, m_fSampleStartSeconds, m_fSampleLengthSeconds,
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0.0f,
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1.5f, /* fade out for 1.5 seconds */
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ALIGN_MUSIC_BEATS,
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m_sLoopMusicPath );
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GameSoundManager::PlayMusicParams PlayParams;
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PlayParams.sFile = m_sSampleMusicToPlay;
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PlayParams.pTiming = m_pSampleMusicTimingData;
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PlayParams.bForceLoop = SAMPLE_MUSIC_LOOPS;
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PlayParams.fStartSecond = m_fSampleStartSeconds;
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PlayParams.fLengthSeconds = m_fSampleLengthSeconds;
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PlayParams.fFadeOutLengthSeconds = 1.5f;
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PlayParams.bAlignBeat = ALIGN_MUSIC_BEATS;
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GameSoundManager::PlayMusicParams FallbackMusic;
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FallbackMusic.sFile = m_sLoopMusicPath;
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FallbackMusic.fFadeInLengthSeconds = 1.5f;
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FallbackMusic.bAlignBeat = ALIGN_MUSIC_BEATS;
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SOUND->PlayMusic( PlayParams, FallbackMusic );
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}
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}
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