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Music starts after Sound Options completed
Currently plays _OCEAN for testing, but will be changed to play _GONER when Journey In Modulating Time's short loop is ready. Explicitly restricts the basic title screen's music from playing, too.
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3 changed files with 15 additions and 4 deletions
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@ -1770,7 +1770,7 @@ void F_TitleScreenTicker(boolean run)
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{
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if (finalecount == 0)
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{
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if (!Music_Playing("title"))
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if (cache_gametrulystarted && !Music_Playing("title"))
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{
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// Now start the music
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Music_Loop("title", looptitle);
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@ -582,9 +582,6 @@ void M_StartControlPanel(void)
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// Are you ready for the First Boot Experience?
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M_ResetOptions();
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currentMenu = &MAIN_GonerDef;
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currentMenu->lastOn = 0;
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Music_Remap("menu_nocred", "_GONER");
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Music_Play("menu_nocred");
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}
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else if (cv_currprofile.value == -1) // Only ask once per session.
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{
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@ -5,6 +5,7 @@
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#include "../m_cond.h"
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#include "../r_skins.h"
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#include "../s_sound.h"
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#include "../music.h"
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#include "../p_local.h" // P_AutoPause
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#include "../st_stuff.h" // faceprefix
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#include "../v_draw.hpp"
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@ -391,6 +392,15 @@ void M_GonerRailroad(bool set)
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S_StartSound(NULL, sfx_s3k63);
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}
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void M_GonerPlayMusic(void)
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{
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if (gamedata->gonerlevel <= GDGONER_SOUND || Music_Playing("menu"))
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return;
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Music_Remap("menu", "_OCEAN"); //"_GONER");
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Music_Play("menu");
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}
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void M_GonerHidePassword(void)
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{
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if (currentMenu->menuitems[0].mvar2)
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@ -402,6 +412,8 @@ void M_GonerHidePassword(void)
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{.routine = M_QuitSRB2}, 0, 1};
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S_StartSound(NULL, sfx_s3k5b);
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M_GonerPlayMusic();
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}
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void M_GonerResetText(void)
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@ -488,6 +500,8 @@ void M_GonerTick(void)
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goner_levelworking--;
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}
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M_GonerPlayMusic();
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lastseenlevel = gamedata->gonerlevel;
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}
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