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Resolve #510 by not stopping attempted playback/sequence when song duration is 0
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1 changed files with 19 additions and 15 deletions
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@ -1635,35 +1635,39 @@ void S_SoundTestPlay(void)
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S_ChangeMusicInternal(soundtest.current->name[soundtest.currenttrack],
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!soundtest.current->basenoloop[soundtest.currenttrack]);
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S_ShowMusicCredit();
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soundtest.currenttime = 0;
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soundtest.sequencemaxtime = S_GetMusicLength();
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if (soundtest.sequencemaxtime == 0)
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{
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S_SoundTestStop(); // This sets soundtest.privilegedrequest to false
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return;
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}
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S_ShowMusicCredit();
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// ensure default is always set
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soundtest.sequencefadeout = 0;
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soundtest.dosequencefadeout = false;
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if (soundtest.sequencemaxtime)
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// Does song have default loop?
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if (soundtest.current->basenoloop[soundtest.currenttrack] == false)
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{
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// Does song have default loop?
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if (soundtest.current->basenoloop[soundtest.currenttrack] == false)
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if (soundtest.sequencemaxtime < 3*60*1000)
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{
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if (soundtest.sequencemaxtime < 3*60*1000)
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{
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// I'd personally like songs in sequence to last between 3 and 6 minutes.
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const UINT32 loopduration = (soundtest.sequencemaxtime - S_GetMusicLoopPoint());
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soundtest.sequencemaxtime += loopduration;
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}
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// Only fade out if we're the last track for this song.
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soundtest.dosequencefadeout = (soundtest.currenttrack == soundtest.current->numtracks-1);
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// I'd personally like songs in sequence to last between 3 and 6 minutes.
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const UINT32 loopduration = (soundtest.sequencemaxtime - S_GetMusicLoopPoint());
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soundtest.sequencemaxtime += loopduration;
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}
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// ms to TICRATE conversion
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soundtest.sequencemaxtime = (TICRATE*soundtest.sequencemaxtime)/1000;
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// Only fade out if we're the last track for this song.
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soundtest.dosequencefadeout = (soundtest.currenttrack == soundtest.current->numtracks-1);
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}
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// ms to TICRATE conversion
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soundtest.sequencemaxtime = (TICRATE*soundtest.sequencemaxtime)/1000;
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soundtest.privilegedrequest = false;
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}
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