Port Sound Test (Stereo) code to new music system

Much of struct soundtest was removed, since the music
system handles its functionality now.
This commit is contained in:
James R 2023-08-05 16:49:38 -07:00
parent 39f46a0f20
commit feada89364
5 changed files with 76 additions and 109 deletions

View file

@ -61,6 +61,9 @@
// Condition Sets
#include "m_cond.h"
// Sound Test
#include "music.h"
// And just some randomness for the exits.
#include "m_random.h"
@ -6477,22 +6480,22 @@ void M_DrawSoundTest(void)
titleoffset += titlewidth;
}
V_DrawRightAlignedString(x + 272-1, 18+32, 0,
va("%02u:%02u",
G_TicsToMinutes(soundtest.currenttime, true),
G_TicsToSeconds(soundtest.currenttime)
)
);
{
UINT32 currenttime = min(Music_Elapsed(soundtest.tune), Music_TotalDuration(soundtest.tune));
V_DrawRightAlignedString(x + 272-1, 18+32, 0,
va("%02u:%02u",
G_TicsToMinutes(currenttime, true),
G_TicsToSeconds(currenttime)
)
);
}
if ((soundtest.playing && soundtest.current)
&& (soundtest.current->basenoloop[soundtest.currenttrack] == true
|| soundtest.autosequence == true))
{
UINT32 exittime = soundtest.sequencemaxtime;
if (soundtest.dosequencefadeout == true)
{
exittime += SOUNDTEST_FADEOUTSECONDS*TICRATE;
}
UINT32 exittime = Music_TotalDuration(soundtest.tune);
V_DrawRightAlignedString(x + 272-1, 18+32+10, 0,
va("%02u:%02u",
@ -6546,12 +6549,12 @@ void M_DrawSoundTest(void)
// The following are springlocks.
else if (currentMenu->menuitems[i].mvar2 == stereospecial_pause) // pause
{
if (soundtest.paused == true)
if (Music_Paused(soundtest.tune) == true)
y = currentMenu->y + 6;
}
else if (currentMenu->menuitems[i].mvar2 == stereospecial_play) // play
{
if (soundtest.playing == true && soundtest.paused == false)
if (soundtest.playing == true && Music_Paused(soundtest.tune) == false)
y = currentMenu->y + 6;
}
else if (currentMenu->menuitems[i].mvar2 == stereospecial_seq) // seq

View file

@ -2,6 +2,7 @@
/// \brief Stereo Mode menu
#include "../../k_menu.h"
#include "../../music.h"
#include "../../s_sound.h"
static void M_SoundTestMainControl(INT32 choice)
@ -36,11 +37,11 @@ static void M_SoundTestMainControl(INT32 choice)
if (currentMenu->menuitems[itemOn].mvar1 == 1) // Play
{
if (soundtest.paused == true)
if (Music_Paused(soundtest.tune) == true)
{
S_SoundTestTogglePause();
}
else if (soundtest.playing == false)
else if (Music_Paused(soundtest.tune) == false)
{
S_SoundTestPlay();
}
@ -49,7 +50,7 @@ static void M_SoundTestMainControl(INT32 choice)
{
if (currentMenu->menuitems[itemOn].mvar1 == 2) // Pause
{
if (soundtest.paused == false)
if (Music_Paused(soundtest.tune) == false)
{
S_SoundTestTogglePause();
}

View file

@ -144,6 +144,26 @@ void Music_Init(void)
tune.priority = 100;
tune.loop = false;
}
{
Tune& tune = g_tunes.insert("stereo");
tune.priority = 1000;
tune.resist = true;
tune.keep_open = true;
tune.credit = true;
}
{
Tune& tune = g_tunes.insert("stereo_fade");
tune.priority = 1000;
tune.fade_out = 5000;
tune.fade_out_inclusive = false;
tune.resist = true;
tune.keep_open = true;
tune.credit = true;
}
}
void Music_Tick(void)

View file

@ -1380,7 +1380,7 @@ void S_AttemptToRestoreMusic(void)
musicdef_t *musicdefstart = NULL;
struct cursongcredit cursongcredit; // Currently displayed song credit info
struct soundtest soundtest; // Sound Test (sound test)
struct soundtest soundtest = {.tune = ""}; // Sound Test (sound test)
static void S_InsertMusicAtSoundTestSequenceTail(const char *musname, UINT16 map, musicdef_t ***tail)
{
@ -1623,66 +1623,63 @@ updatetrackonly:
void S_SoundTestPlay(void)
{
UINT32 sequencemaxtime = 0;
boolean dosequencefadeout = false;
if (soundtest.current == NULL)
{
S_SoundTestStop();
return;
}
soundtest.privilegedrequest = true;
S_StopMusic();
soundtest.playing = true;
if (soundtest.paused == true)
soundtest.tune = "stereo";
if (soundtest.current->basenoloop[soundtest.currenttrack] == false)
{
S_SoundTestTogglePause();
// Only fade out if we're the last track for this song.
dosequencefadeout = (soundtest.currenttrack == soundtest.current->numtracks-1);
if (dosequencefadeout)
{
soundtest.tune = "stereo_fade";
}
}
S_ChangeMusicInternal(soundtest.current->name[soundtest.currenttrack],
!soundtest.current->basenoloop[soundtest.currenttrack]);
Music_Remap(soundtest.tune, soundtest.current->name[soundtest.currenttrack]);
Music_Loop(soundtest.tune, !soundtest.current->basenoloop[soundtest.currenttrack]);
Music_Play(soundtest.tune);
soundtest.currenttime = 0;
soundtest.sequencemaxtime = S_GetMusicLength();
// Assuming this song is now actually playing
sequencemaxtime = I_GetSongLength();
if (soundtest.sequencemaxtime == 0)
if (sequencemaxtime == 0)
{
S_SoundTestStop(); // This sets soundtest.privilegedrequest to false
S_SoundTestStop();
return;
}
S_ShowMusicCredit();
// ensure default is always set
soundtest.sequencefadeout = 0;
soundtest.dosequencefadeout = false;
// Does song have default loop?
if (soundtest.current->basenoloop[soundtest.currenttrack] == false)
{
if (soundtest.sequencemaxtime < 3*60*1000)
if (sequencemaxtime < 3*60*1000)
{
// I'd personally like songs in sequence to last between 3 and 6 minutes.
const UINT32 loopduration = (soundtest.sequencemaxtime - S_GetMusicLoopPoint());
const UINT32 loopduration = (sequencemaxtime - I_GetSongLoopPoint());
if (!loopduration)
;
else do
{
soundtest.sequencemaxtime += loopduration;
} while (soundtest.sequencemaxtime < 4*1000);
sequencemaxtime += loopduration;
} while (sequencemaxtime < 4*1000);
// If the track is EXTREMELY short, keep adding until about 4s!
}
// Only fade out if we're the last track for this song.
soundtest.dosequencefadeout = (soundtest.currenttrack == soundtest.current->numtracks-1);
}
// ms to TICRATE conversion
soundtest.sequencemaxtime = (TICRATE*soundtest.sequencemaxtime)/1000;
soundtest.privilegedrequest = false;
Music_DelayEnd(soundtest.tune, (TICRATE*sequencemaxtime)/1000);
}
void S_SoundTestStop(void)
@ -1692,23 +1689,13 @@ void S_SoundTestStop(void)
return;
}
soundtest.privilegedrequest = true;
soundtest.tune = "";
soundtest.playing = false;
soundtest.paused = false;
soundtest.autosequence = false;
S_StopMusic();
S_StopMusicCredit();
soundtest.currenttime = 0;
soundtest.sequencemaxtime = 0;
soundtest.sequencefadeout = 0;
soundtest.dosequencefadeout = false;
S_AttemptToRestoreMusic();
soundtest.privilegedrequest = false;
Music_Stop("stereo");
Music_Stop("stereo_fade");
}
void S_SoundTestTogglePause(void)
@ -1718,25 +1705,18 @@ void S_SoundTestTogglePause(void)
return;
}
if (soundtest.paused == true)
if (Music_Paused(soundtest.tune))
{
soundtest.paused = false;
S_ResumeAudio();
Music_UnPause(soundtest.tune);
}
else
{
soundtest.paused = true;
S_PauseAudio();
Music_Pause(soundtest.tune);
}
}
void S_TickSoundTest(void)
{
static UINT32 storetime = 0;
UINT32 lasttime = storetime;
storetime = I_GetTime();
if (soundtest.playing == false || soundtest.current == NULL)
{
// Nothing worth discussing.
@ -1749,47 +1729,15 @@ void S_TickSoundTest(void)
goto handlenextsong;
}
if (I_SongPaused() == false)
{
// Increment the funny little timer.
soundtest.currenttime += (storetime - lasttime);
}
if (soundtest.sequencefadeout != 0)
{
// Are we done fading out?
if (soundtest.currenttime > soundtest.sequencefadeout)
{
goto handlenextsong;
}
return;
}
if (soundtest.autosequence == false)
{
// There's nothing else for us here.
return;
}
if (soundtest.currenttime >= soundtest.sequencemaxtime)
if (Music_DurationLeft(soundtest.tune) == 0)
{
if (soundtest.dosequencefadeout == false)
{
// Handle the immediate progression.
goto handlenextsong;
}
if (soundtest.sequencemaxtime > 0)
{
// Handle the fade.
soundtest.privilegedrequest = true;
S_FadeMusic(0, SOUNDTEST_FADEOUTSECONDS*1000);
soundtest.privilegedrequest = false;
}
// Set the conclusion.
soundtest.sequencefadeout = soundtest.currenttime + SOUNDTEST_FADEOUTSECONDS*TICRATE;
goto handlenextsong;
}
return;

View file

@ -199,23 +199,19 @@ extern struct cursongcredit
extern struct soundtest
{
const char *tune; // Tune used for music system
boolean playing; // Music is playing?
boolean paused; // System paused?
boolean justopened; // Menu visual assist
boolean privilegedrequest; // Overrides S_PlaysimMusicDisabled w/o changing every function signature
INT32 menutick; // Menu visual timer
musicdef_t *current; // Current selected music definition
SINT8 currenttrack; // Current selected music track for definition
UINT32 currenttime; // Current music playing time
soundtestsequence_t sequence; // Sequence head
boolean autosequence; // In auto sequence mode?
boolean dosequencefadeout; // Fade out when reaching the end?
UINT32 sequencemaxtime; // Maximum playing time for current music
UINT32 sequencefadeout; // auto sequence fadeout
} soundtest;
void S_PopulateSoundTestSequence(void);
@ -224,7 +220,6 @@ void S_SoundTestPlay(void);
void S_SoundTestStop(void);
void S_SoundTestTogglePause(void);
void S_TickSoundTest(void);
#define SOUNDTEST_FADEOUTSECONDS 5
extern musicdef_t *musicdefstart;