mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-26 14:38:30 +02:00
This fixes the 2.2-and-below music blocking workaround not working in 2.3. The issue was that when the music got halted by the script, the fade volume would still be processing, silently being decremented in the background. So the script playing the track afterwards would make the game queue it (as it was called during the fade), but then the music is halted so the game would attempt to play it, but the fade is STILL happening so it wouldn't actually play it and would attempt to queue the track again. However, that queue gets discarded immediately afterwards because the music.play() call happened inside the code responsible for playing the queued music, and that code unconditionally clears the queue variables immediately after calling play(). So that's good to know - if the game queues a song, but fails to play it because of a fade, it's not going to immediately re-queue it and potentially get stuck in a loop of infinitely queueing the same song over and over again each frame. Anyways, the source of the problem is not resetting the fade booleans when halting music, so I've reset them. Fixes #701.
437 lines
8.6 KiB
C++
437 lines
8.6 KiB
C++
#define MUSIC_DEFINITION
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#include "Music.h"
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#include <SDL.h>
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#include <stdio.h>
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#include "BinaryBlob.h"
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#include "Game.h"
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#include "Map.h"
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#include "UtilityClass.h"
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musicclass::musicclass(void)
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{
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safeToProcessMusic= false;
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m_doFadeInVol = false;
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m_doFadeOutVol = false;
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musicVolume = 0;
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FadeVolAmountPerFrame = 0;
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user_music_volume = USER_VOLUME_MAX;
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user_sound_volume = USER_VOLUME_MAX;
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currentsong = 0;
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nicechange = -1;
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nicefade = false;
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quick_fade = true;
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usingmmmmmm = false;
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}
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void musicclass::init(void)
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{
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soundTracks.push_back(SoundTrack( "sounds/jump.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/jump2.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/hurt.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/souleyeminijingle.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/coin.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/save.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crumble.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/vanish.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/blip.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/preteleport.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/teleport.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crew1.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crew2.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crew3.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crew4.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crew5.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crew6.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/terminal.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/gamesaved.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crashing.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/blip2.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/countdown.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/go.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/crash.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/combine.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/newrecord.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/trophy.wav" ));
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soundTracks.push_back(SoundTrack( "sounds/rescue.wav" ));
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#ifdef VVV_COMPILEMUSIC
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binaryBlob musicWriteBlob;
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#define FOREACH_TRACK(blob, track_name) blob.AddFileToBinaryBlob(track_name);
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TRACK_NAMES(musicWriteBlob)
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#undef FOREACH_TRACK
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musicWriteBlob.writeBinaryBlob("data/BinaryMusic.vvv");
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musicWriteBlob.clear();
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#endif
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num_mmmmmm_tracks = 0;
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num_pppppp_tracks = 0;
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if (!mmmmmm_blob.unPackBinary("mmmmmm.vvv"))
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{
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mmmmmm = false;
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usingmmmmmm=false;
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bool ohCrap = pppppp_blob.unPackBinary("vvvvvvmusic.vvv");
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SDL_assert(ohCrap && "Music not found!");
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}
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else
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{
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mmmmmm = true;
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int index;
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SDL_RWops *rw;
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#define FOREACH_TRACK(blob, track_name) \
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index = blob.getIndex(track_name); \
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if (index >= 0 && index < blob.max_headers) \
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{ \
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rw = SDL_RWFromConstMem(blob.getAddress(index), blob.getSize(index)); \
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if (rw == NULL) \
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{ \
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printf("Unable to read music file header: %s\n", SDL_GetError()); \
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} \
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else \
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{ \
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musicTracks.push_back(MusicTrack( rw )); \
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} \
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}
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TRACK_NAMES(mmmmmm_blob)
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num_mmmmmm_tracks += musicTracks.size();
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size_t index_ = 0;
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while (mmmmmm_blob.nextExtra(&index_))
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{
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rw = SDL_RWFromConstMem(mmmmmm_blob.getAddress(index_), mmmmmm_blob.getSize(index_));
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musicTracks.push_back(MusicTrack( rw ));
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num_mmmmmm_tracks++;
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index_++;
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}
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bool ohCrap = pppppp_blob.unPackBinary("vvvvvvmusic.vvv");
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SDL_assert(ohCrap && "Music not found!");
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}
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int index;
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SDL_RWops *rw;
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TRACK_NAMES(pppppp_blob)
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#undef FOREACH_TRACK
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num_pppppp_tracks += musicTracks.size() - num_mmmmmm_tracks;
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size_t index_ = 0;
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while (pppppp_blob.nextExtra(&index_))
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{
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rw = SDL_RWFromConstMem(pppppp_blob.getAddress(index_), pppppp_blob.getSize(index_));
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musicTracks.push_back(MusicTrack( rw ));
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num_pppppp_tracks++;
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index_++;
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}
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}
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void musicclass::destroy(void)
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{
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for (size_t i = 0; i < soundTracks.size(); ++i)
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{
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Mix_FreeChunk(soundTracks[i].sound);
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}
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soundTracks.clear();
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// Before we free all the music: stop playing music, else SDL2_mixer
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// will call SDL_Delay() if we are fading, resulting in no-draw frames
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Mix_HaltMusic();
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for (size_t i = 0; i < musicTracks.size(); ++i)
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{
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Mix_FreeMusic(musicTracks[i].m_music);
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}
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musicTracks.clear();
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pppppp_blob.clear();
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mmmmmm_blob.clear();
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}
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void musicclass::play(int t)
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{
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if (mmmmmm && usingmmmmmm)
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{
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// Don't conjoin this if-statement with the above one...
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if (num_mmmmmm_tracks > 0)
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{
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t %= num_mmmmmm_tracks;
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}
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}
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else if (num_pppppp_tracks > 0)
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{
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t %= num_pppppp_tracks;
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}
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if (mmmmmm && !usingmmmmmm)
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{
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t += num_mmmmmm_tracks;
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}
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safeToProcessMusic = true;
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if (currentsong == t && !m_doFadeOutVol)
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{
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return;
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}
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currentsong = t;
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if (t == -1)
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{
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return;
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}
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if (!INBOUNDS_VEC(t, musicTracks))
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{
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puts("play() out-of-bounds!");
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currentsong = -1;
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return;
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}
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if (currentsong == 0 || currentsong == 7 || (!map.custommode && (currentsong == 0+num_mmmmmm_tracks || currentsong == 7+num_mmmmmm_tracks)))
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{
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// Level Complete theme, no fade in or repeat
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if (Mix_PlayMusic(musicTracks[t].m_music, 0) == -1)
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{
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printf("Mix_PlayMusic: %s\n", Mix_GetError());
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}
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else
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{
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musicVolume = MIX_MAX_VOLUME;
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}
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}
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else
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{
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if (m_doFadeOutVol)
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{
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// We're already fading out
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nicechange = t;
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nicefade = true;
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currentsong = -1;
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if (quick_fade)
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{
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fadeMusicVolumeOut(500); // fade out quicker
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}
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else
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{
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quick_fade = true;
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}
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}
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else if (Mix_PlayMusic(musicTracks[t].m_music, -1) == -1)
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{
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printf("Mix_PlayMusic: %s\n", Mix_GetError());
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}
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else
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{
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fadeMusicVolumeIn(3000);
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}
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}
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}
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void musicclass::resume()
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{
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Mix_ResumeMusic();
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}
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void musicclass::resumefade(const int fadein_ms)
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{
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resume();
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fadeMusicVolumeIn(fadein_ms);
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}
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void musicclass::fadein(void)
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{
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resumefade(3000); // 3000 ms fadein
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}
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void musicclass::pause(void)
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{
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Mix_PauseMusic();
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}
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void musicclass::haltdasmusik(void)
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{
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/* Just pauses music. This is intended. */
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pause();
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currentsong = -1;
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m_doFadeInVol = false;
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m_doFadeOutVol = false;
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}
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void musicclass::silencedasmusik(void)
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{
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musicVolume = 0;
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}
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void musicclass::setfadeamount(const int fade_ms)
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{
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if (fade_ms == 0)
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{
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FadeVolAmountPerFrame = MIX_MAX_VOLUME;
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return;
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}
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FadeVolAmountPerFrame = MIX_MAX_VOLUME / (fade_ms / game.get_timestep());
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}
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void musicclass::fadeMusicVolumeIn(int ms)
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{
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m_doFadeInVol = true;
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m_doFadeOutVol = false;
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/* Ensure it starts at 0 */
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musicVolume = 0;
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/* Fix 1-frame glitch */
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Mix_VolumeMusic(0);
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setfadeamount(ms);
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}
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void musicclass::fadeMusicVolumeOut(const int fadeout_ms)
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{
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m_doFadeInVol = false;
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m_doFadeOutVol = true;
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setfadeamount(fadeout_ms);
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}
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void musicclass::fadeout(const bool quick_fade_ /*= true*/)
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{
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fadeMusicVolumeOut(2000);
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quick_fade = quick_fade_;
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}
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void musicclass::processmusicfadein(void)
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{
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musicVolume += FadeVolAmountPerFrame;
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if (musicVolume >= MIX_MAX_VOLUME)
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{
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m_doFadeInVol = false;
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}
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}
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void musicclass::processmusicfadeout(void)
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{
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musicVolume -= FadeVolAmountPerFrame;
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if (musicVolume < 0)
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{
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musicVolume = 0;
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m_doFadeOutVol = false;
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pause();
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}
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}
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void musicclass::processmusic(void)
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{
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if(!safeToProcessMusic)
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{
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return;
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}
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if (nicefade && Mix_PausedMusic() == 1)
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{
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play(nicechange);
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nicechange = -1;
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nicefade = false;
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}
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if(m_doFadeInVol)
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{
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processmusicfadein();
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}
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if (m_doFadeOutVol)
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{
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processmusicfadeout();
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}
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}
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void musicclass::niceplay(int t)
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{
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// important: do nothing if the correct song is playing!
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if((!mmmmmm && currentsong!=t) || (mmmmmm && usingmmmmmm && currentsong!=t) || (mmmmmm && !usingmmmmmm && currentsong!=t+num_mmmmmm_tracks))
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{
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if(currentsong!=-1)
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{
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fadeout(false);
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}
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nicefade = true;
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nicechange = t;
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}
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}
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void musicclass::changemusicarea(int x, int y)
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{
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switch(musicroom(x, y))
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{
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case musicroom(11, 4):
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niceplay(2);
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break;
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case musicroom(2, 4):
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case musicroom(7, 15):
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niceplay(3);
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break;
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case musicroom(18, 1):
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case musicroom(15, 0):
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niceplay(12);
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break;
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case musicroom(0, 0):
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case musicroom(0, 16):
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case musicroom(2, 11):
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case musicroom(7, 9):
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case musicroom(8, 11):
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case musicroom(13, 2):
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case musicroom(17, 12):
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case musicroom(14, 19):
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case musicroom(17, 17):
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niceplay(4);
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break;
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default:
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niceplay(1);
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break;
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}
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}
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void musicclass::playef(int t)
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{
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if (!INBOUNDS_VEC(t, soundTracks))
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{
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return;
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}
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int channel;
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channel = Mix_PlayChannel(-1, soundTracks[t].sound, 0);
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if(channel == -1)
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{
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fprintf(stderr, "Unable to play WAV file: %s\n", Mix_GetError());
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}
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}
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void musicclass::pauseef(void)
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{
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Mix_Pause(-1);
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}
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void musicclass::resumeef(void)
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{
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Mix_Resume(-1);
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}
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