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S_AttemptToRestoreMusic
Per review, combine all spots where s_sound.c attempts to restore music into one gamestate-specific switch case system.
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9a343bd465
commit
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1 changed files with 21 additions and 28 deletions
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@ -1354,6 +1354,24 @@ static UINT32 queue_fadeinms;
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static tic_t pause_starttic;
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static tic_t pause_starttic;
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static void S_AttemptToRestoreMusic(void)
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{
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switch (gamestate)
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{
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case GS_LEVEL:
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P_RestoreMusic(&players[consoleplayer]);
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break;
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case GS_TITLESCREEN:
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S_ChangeMusicInternal("_title", looptitle);
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break;
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case GS_MENU:
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M_PlayMenuJam();
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break;
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default:
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break;
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}
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}
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/// ------------------------
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/// ------------------------
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/// Music Definitions
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/// Music Definitions
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/// ------------------------
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/// ------------------------
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@ -1609,10 +1627,7 @@ void S_SoundTestStop(boolean pause)
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soundtest.current = NULL;
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soundtest.current = NULL;
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soundtest.currenttrack = 0;
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soundtest.currenttrack = 0;
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if (gamestate == GS_LEVEL)
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S_AttemptToRestoreMusic();
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{
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P_RestoreMusic(&players[consoleplayer]);
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}
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}
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}
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soundtest.privilegedrequest = false;
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soundtest.privilegedrequest = false;
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@ -2891,18 +2906,7 @@ static void Command_RestartAudio_f(void)
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S_StartSound(NULL, sfx_strpst);
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S_StartSound(NULL, sfx_strpst);
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if (gamestate == GS_LEVEL) // Gotta make sure the player is in a level
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S_AttemptToRestoreMusic();
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{
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P_RestoreMusic(&players[consoleplayer]);
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}
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else if (gamestate == GS_TITLESCREEN)
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{
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S_ChangeMusicInternal("_title", looptitle);
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}
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else
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{
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M_PlayMenuJam();
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}
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}
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}
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static void Command_PlaySound(void)
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static void Command_PlaySound(void)
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@ -3002,18 +3006,7 @@ void GameDigiMusic_OnChange(void)
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I_StartupSound(); // will return early if initialised
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I_StartupSound(); // will return early if initialised
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I_InitMusic();
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I_InitMusic();
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if (gamestate == GS_LEVEL)
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S_AttemptToRestoreMusic();
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{
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P_RestoreMusic(&players[consoleplayer]);
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}
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else if (gamestate == GS_TITLESCREEN)
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{
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S_ChangeMusicInternal("_title", looptitle);
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}
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else
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{
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M_PlayMenuJam();
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}
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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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