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Clean up music handling to one place
Previously, setting the actual volume of the music was all over the place. Which isn't bad, but when I added being able to press N to mute the music specifically, I should've made it so that there would be a volume variable somewhere that the game looks at if the music is unmuted, and otherwise sets the actual volume to 0 if the game is muted. This resulted in things like #400 and #505 and having to add a bunch of special-cased checks like game.musicmuted and game.completestop. But instead of adding a bunch of special-case code, just make it so there's a central place where Mix_VolumeMusic() actually gets called, and if some piece of code wants to set the music volume, they can set music.musicVolume. But the music handling logic in main.cpp gets the final say on whether to listen to music.musicVolume, or to mute the game entirely. This is how the music handling code should have been from the start (when pressing N to mute the music was added). Fixes #505.
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2 changed files with 3 additions and 5 deletions
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@ -177,7 +177,7 @@ void musicclass::play(int t, const double position_sec /*= 0.0*/, const int fade
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t += num_mmmmmm_tracks;
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t += num_mmmmmm_tracks;
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}
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}
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safeToProcessMusic = true;
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safeToProcessMusic = true;
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Mix_VolumeMusic(MIX_MAX_VOLUME);
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musicVolume = MIX_MAX_VOLUME;
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if (currentsong !=t)
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if (currentsong !=t)
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{
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{
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if (t != -1)
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if (t != -1)
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@ -246,7 +246,6 @@ void musicclass::haltdasmusik()
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void musicclass::silencedasmusik()
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void musicclass::silencedasmusik()
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{
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{
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Mix_VolumeMusic(0) ;
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musicVolume = 0;
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musicVolume = 0;
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}
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}
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@ -265,7 +264,6 @@ void musicclass::fadeout()
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void musicclass::processmusicfadein()
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void musicclass::processmusicfadein()
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{
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{
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musicVolume += FadeVolAmountPerFrame;
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musicVolume += FadeVolAmountPerFrame;
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Mix_VolumeMusic(musicVolume);
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if (musicVolume >= MIX_MAX_VOLUME)
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if (musicVolume >= MIX_MAX_VOLUME)
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{
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{
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m_doFadeInVol = false;
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m_doFadeInVol = false;
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@ -657,13 +657,13 @@ void inline fixedloop()
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{
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{
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Mix_Volume(-1,MIX_MAX_VOLUME);
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Mix_Volume(-1,MIX_MAX_VOLUME);
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if (game.musicmuted || game.completestop)
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if (game.musicmuted)
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{
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{
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Mix_VolumeMusic(0);
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Mix_VolumeMusic(0);
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}
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}
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else
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else
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{
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{
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Mix_VolumeMusic(MIX_MAX_VOLUME);
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Mix_VolumeMusic(music.musicVolume);
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}
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}
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}
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}
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