More refactoring
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snd_music.lua
121
snd_music.lua
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@ -26,18 +26,18 @@ end
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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options_path = 'Settings/Audio'
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options_path = "Settings/Audio"
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options = {
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useIncludedTracks = {
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name = "Use Included Tracks",
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type = 'bool',
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type = "bool",
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value = true,
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desc = 'Use the tracks included with Zero-K',
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desc = "Use the tracks included with Zero-K",
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noHotkey = true,
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},
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pausemusic = {
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name = 'Pause Music',
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type = 'bool',
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name = "Pause Music",
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type = "bool",
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value = false,
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desc = "Music pauses with game",
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noHotkey = true,
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@ -50,11 +50,11 @@ local windows = {}
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local warThreshold = 5000
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local peaceThreshold = 1000
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local PLAYLIST_FILE = 'sounds/music/playlist.lua'
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local PLAYLIST_FILE = "sounds/music/playlist.lua"
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local LOOP_BUFFER = 0.015 -- if looping track is this close to the end, go ahead and loop
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local UPDATE_PERIOD = 1
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local musicType = 'peace'
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local musicType = "peace"
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local warPointsIter = 1 -- Position in circular buffer. 1-indexed because L[ew]a
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local warPointsSize = 30 -- Size of circular buffer. Sampling is currently hardcoded but might change later.
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local warPointsFriendly = {} -- keeps track of the number of doods killed in each time frame
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@ -62,9 +62,9 @@ local warPointsHostile = {}
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local warPointsRollover = 4000000000 -- Roll back to zero after this many have accumulated
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local timeframetimer = 0
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local timeframetimer_short = 0
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local loopTrack = ''
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local previousTrack = ''
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local previousTrackType = ''
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local loopTrack = ""
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local previousTrack = ""
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local previousTrackType = ""
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local newTrackWait = 1000
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local numVisibleEnemy = 0
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local fadeVol
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@ -74,8 +74,7 @@ local haltMusic = false
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local looping = false
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local paused = false
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local lastTrackTime = -1
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local warTracks, peaceTracks, briefingTracks, victoryTracks, defeatTracks
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local tracks
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local firstTime = false
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local wasPaused = false
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@ -101,7 +100,7 @@ local function StartLoopingTrack(trackInit, trackLoop)
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end
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haltMusic = true
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Spring.StopSoundStream()
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musicType = 'custom'
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musicType = "custom"
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curTrack = trackInit
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loopTrack = trackLoop
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@ -110,8 +109,8 @@ local function StartLoopingTrack(trackInit, trackLoop)
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end
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local function StartTrack(track)
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if not peaceTracks then
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Spring.Echo("Missing peaceTracks file, no music started")
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if not tracks.peace then
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Spring.Echo("Missing tracks.peace file, no music started")
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return
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end
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@ -120,30 +119,26 @@ local function StartTrack(track)
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Spring.StopSoundStream()
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local newTrack = previousTrack
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if musicType == 'custom' then
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if musicType == "custom" then
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previousTrackType = "peace"
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musicType = "peace"
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end
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if track then
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newTrack = track -- play specified track
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musicType = 'custom'
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else
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local tries = 0
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repeat
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if (not gameStarted) then
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if (#briefingTracks == 0) then return end
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newTrack = briefingTracks[math.random(1, #briefingTracks)]
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musicType = "briefing"
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elseif musicType == 'peace' then
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if (#peaceTracks == 0) then return end
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newTrack = peaceTracks[math.random(1, #peaceTracks)]
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elseif musicType == 'war' then
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if (#warTracks == 0) then return end
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newTrack = warTracks[math.random(1, #warTracks)]
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end
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tries = tries + 1
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until newTrack ~= previousTrack or tries >= 10
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if (not gameStarted) then
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musicType = "briefing"
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end
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if track then
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newTrack = track -- play specified track
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musicType = "custom"
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else
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local numTypeTracks = #tracks[musicType]
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if (numTypeTracks == 0) then return end
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for tries=1,10 do
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newTrack = tracks[musicType][math.random(1, numTypeTracks)]
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if newTrack ~= previousTrack then break end
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end
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end
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-- for key, val in pairs(oggInfo) do
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-- Spring.Echo(key, val)
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-- end
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@ -188,6 +183,24 @@ local function SetPeaceThreshold(num)
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end
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end
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local function InitializeTracks()
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if VFS.FileExists(PLAYLIST_FILE, VFS.RAW_FIRST) then
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local plTracks = VFS.Include(PLAYLIST_FILE, nil, VFS.RAW_FIRST)
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tracks.war = plTracks.war
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tracks.peace = plTracks.peace
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tracks.briefing = plTracks.briefing
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tracks.victory = plTracks.victory
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tracks.defeat = plTracks.defeat
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end
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local vfsMode = (options.useIncludedTracks.value and VFS.RAW_FIRST) or VFS.RAW
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tracks.war = tracks.war or VFS.DirList("sounds/music/war/", "*.ogg", vfsMode)
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tracks.peace = tracks.peace or VFS.DirList("sounds/music/peace/", "*.ogg", vfsMode)
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tracks.briefing = tracks.briefing or VFS.DirList("sounds/music/briefing/", "*.ogg", vfsMode)
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tracks.victory = tracks.victory or VFS.DirList("sounds/music/victory/", "*.ogg", vfsMode)
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tracks.defeat = tracks.defeat or VFS.DirList("sounds/music/defeat/", "*.ogg", vfsMode)
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end
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function widget:Update(dt)
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if gameOver then
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return
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@ -197,21 +210,7 @@ function widget:Update(dt)
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initialized=true
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-- these are here to give epicmenu time to set the values properly
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-- (else it's always default at startup)
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if VFS.FileExists(PLAYLIST_FILE, VFS.RAW_FIRST) then
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local tracks = VFS.Include(PLAYLIST_FILE, nil, VFS.RAW_FIRST)
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warTracks = tracks.war
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peaceTracks = tracks.peace
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briefingTracks = tracks.briefing
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victoryTracks = tracks.victory
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defeatTracks = tracks.defeat
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end
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local vfsMode = (options.useIncludedTracks.value and VFS.RAW_FIRST) or VFS.RAW
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warTracks = warTracks or VFS.DirList('sounds/music/war/', '*.ogg', vfsMode)
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peaceTracks = peaceTracks or VFS.DirList('sounds/music/peace/', '*.ogg', vfsMode)
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briefingTracks = briefingTracks or VFS.DirList('sounds/music/briefing/', '*.ogg', vfsMode)
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victoryTracks = victoryTracks or VFS.DirList('sounds/music/victory/', '*.ogg', vfsMode)
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defeatTracks = defeatTracks or VFS.DirList('sounds/music/defeat/', '*.ogg', vfsMode)
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InitializeTracks()
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end
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timeframetimer_short = timeframetimer_short + dt
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@ -225,7 +224,7 @@ function widget:Update(dt)
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looping = 1
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elseif playedTime >= totalTime - LOOP_BUFFER then
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Spring.StopSoundStream()
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Spring.PlaySoundStream(loopTrack,WG.music_volume or 0.5)
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Spring.PlaySoundStream(loopTrack, WG.music_volume or 0.5)
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end
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end
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timeframetimer_short = 0
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@ -261,11 +260,11 @@ function widget:Update(dt)
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warPointsHostile[iNext] = warPointsHostile[warPointsIter] % warPointsRollover
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warPointsIter = iNext
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if (musicType == 'war' or musicType == 'peace') then
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if (musicType == "war" or musicType == "peace") then
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if (totalKilled >= warThreshold) then
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musicType = 'war'
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musicType = "war"
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elseif (totalKilled <= peaceThreshold) then
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musicType = 'peace'
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musicType = "peace"
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end
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end
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@ -295,7 +294,7 @@ function widget:Update(dt)
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--Spring.SetSoundStreamVolume( playedTime/5)
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--end
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--Spring.Echo(previousTrackType, musicType)
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if ( previousTrackType == "peace" and musicType == 'war' )
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if ( previousTrackType == "peace" and musicType == "war" )
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or (playedTime >= totalTime) -- both zero means track stopped
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and not(haltMusic or looping) then
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previousTrackType = musicType
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@ -327,7 +326,7 @@ end
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-- Safety of a heisenbug
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function widget:GameFrame()
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widget:GameStart()
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widgetHandler:RemoveCallIn('GameFrame')
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widgetHandler:RemoveCallIn("GameFrame")
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end
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function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer)
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@ -384,12 +383,12 @@ end
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local function PlayGameOverMusic(gameWon)
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local track
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if gameWon then
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if #victoryTracks <= 0 then return end
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track = victoryTracks[math.random(1, #victoryTracks)]
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if #tracks.victory <= 0 then return end
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track = tracks.victory[math.random(1, #tracks.victory)]
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musicType = "victory"
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else
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if #defeatTracks <= 0 then return end
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track = defeatTracks[math.random(1, #defeatTracks)]
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if #tracks.defeat <= 0 then return end
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track = tracks.defeat[math.random(1, #tracks.defeat)]
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musicType = "defeat"
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end
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looping = false
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@ -415,7 +414,7 @@ function widget:Initialize()
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-- Spring.Echo(math.random(), math.random())
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-- Spring.Echo(os.clock())
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-- for TrackName,TrackDef in pairs(peaceTracks) do
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-- for TrackName,TrackDef in pairs(tracks.peace) do
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-- Spring.Echo("Track: " .. TrackDef)
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-- end
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--math.randomseed(os.clock()* 101.01)--lurker wants you to burn in hell rgn
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