Introduce background music concept.

This commit is contained in:
Paul Chote
2015-08-01 19:28:33 +01:00
parent 583b4f92b6
commit fb0e2c5cc3
5 changed files with 75 additions and 59 deletions

View File

@@ -20,20 +20,15 @@ namespace OpenRA.Traits
[Desc("Music to play when the map starts.", "Plays the first song on the playlist when undefined.")]
public readonly string StartingMusic = null;
[Desc("Should the starting music loop?")]
public readonly bool LoopStartingMusic = false;
[Desc("Music to play when the game has been won.")]
public readonly string VictoryMusic = null;
[Desc("Should the victory music loop?")]
public readonly bool LoopVictoryMusic = false;
[Desc("Music to play when the game has been lost.")]
public readonly string DefeatMusic = null;
[Desc("Should the defeat music loop?")]
public readonly bool LoopDefeatMusic = false;
[Desc("This track is played when no other music is playing.",
"It cannot be paused, but can be overridden by selecting a new track.")]
public readonly string BackgroundMusic = null;
public object Create(ActorInitializer init) { return new MusicPlaylist(init.World, this); }
}
@@ -41,18 +36,21 @@ namespace OpenRA.Traits
public class MusicPlaylist : INotifyActorDisposing, IGameOver
{
readonly MusicPlaylistInfo info;
readonly World world;
readonly MusicInfo[] random;
readonly MusicInfo[] playlist;
public readonly bool IsMusicAvailable;
public bool CurrentSongIsBackground { get; private set; }
MusicInfo currentSong;
bool repeat;
MusicInfo currentBackgroundSong;
public MusicPlaylist(World world, MusicPlaylistInfo info)
{
this.info = info;
this.world = world;
IsMusicAvailable = world.Map.Rules.InstalledMusic.Any();
@@ -63,22 +61,31 @@ namespace OpenRA.Traits
random = playlist.Shuffle(Game.CosmeticRandom).ToArray();
if (!string.IsNullOrEmpty(info.StartingMusic)
&& world.Map.Rules.Music.ContainsKey(info.StartingMusic)
&& world.Map.Rules.Music[info.StartingMusic].Exists)
if (SongExists(info.StartingMusic))
{
currentSong = world.Map.Rules.Music[info.StartingMusic];
repeat = info.LoopStartingMusic;
}
else
else if (SongExists(info.BackgroundMusic))
{
currentSong = Game.Settings.Sound.Shuffle ? random.First() : playlist.First();
repeat = Game.Settings.Sound.Repeat;
currentSong = currentBackgroundSong = world.Map.Rules.Music[info.BackgroundMusic];
CurrentSongIsBackground = true;
}
Play();
}
bool SongExists(string song)
{
return !string.IsNullOrEmpty(song)
&& world.Map.Rules.Music.ContainsKey(song)
&& world.Map.Rules.Music[song].Exists;
}
bool SongExists(MusicInfo song)
{
return song != null && song.Exists;
}
public MusicInfo CurrentSong()
{
return currentSong;
@@ -95,43 +102,34 @@ namespace OpenRA.Traits
if (!IsMusicAvailable)
return;
var playedSong = currentSong;
if (world.LocalPlayer != null && world.LocalPlayer.WinState == WinState.Won)
{
if (!string.IsNullOrEmpty(info.VictoryMusic)
&& world.Map.Rules.Music.ContainsKey(info.VictoryMusic)
&& world.Map.Rules.Music[info.VictoryMusic].Exists)
if (SongExists(info.VictoryMusic))
{
currentSong = world.Map.Rules.Music[info.VictoryMusic];
repeat = info.LoopVictoryMusic;
currentBackgroundSong = world.Map.Rules.Music[info.VictoryMusic];
Stop();
}
}
else
{
// Most RTS treats observers losing the game,
// no need for a special handling involving them here.
if (!string.IsNullOrEmpty(info.DefeatMusic)
&& world.Map.Rules.Music.ContainsKey(info.DefeatMusic)
&& world.Map.Rules.Music[info.DefeatMusic].Exists)
if (SongExists(info.DefeatMusic))
{
currentSong = world.Map.Rules.Music[info.DefeatMusic];
repeat = info.LoopDefeatMusic;
currentBackgroundSong = world.Map.Rules.Music[info.DefeatMusic];
Stop();
}
}
if (playedSong != currentSong)
Play();
}
void Play()
{
if (currentSong == null || !IsMusicAvailable)
if (!SongExists(currentSong) || !IsMusicAvailable)
return;
Sound.PlayMusicThen(currentSong, () =>
{
if (!repeat)
if (!CurrentSongIsBackground && !Game.Settings.Sound.Repeat)
currentSong = GetNextSong();
Play();
@@ -144,15 +142,9 @@ namespace OpenRA.Traits
return;
currentSong = music;
repeat = Game.Settings.Sound.Repeat;
CurrentSongIsBackground = false;
Sound.PlayMusicThen(music, () =>
{
if (!repeat)
currentSong = GetNextSong();
Play();
});
Play();
}
public void Play(MusicInfo music, Action onComplete)
@@ -161,6 +153,7 @@ namespace OpenRA.Traits
return;
currentSong = music;
CurrentSongIsBackground = false;
Sound.PlayMusicThen(music, onComplete);
}
@@ -181,22 +174,34 @@ namespace OpenRA.Traits
var songs = Game.Settings.Sound.Shuffle ? random : playlist;
return reverse ? songs.SkipWhile(m => m != currentSong)
.Skip(1).FirstOrDefault() ?? songs.FirstOrDefault() :
songs.Reverse().SkipWhile(m => m != currentSong)
.Skip(1).FirstOrDefault() ?? songs.Reverse().FirstOrDefault();
var next = reverse ? songs.Reverse().SkipWhile(m => m != currentSong)
.Skip(1).FirstOrDefault() ?? songs.Reverse().FirstOrDefault() :
songs.SkipWhile(m => m != currentSong)
.Skip(1).FirstOrDefault() ?? songs.FirstOrDefault();
if (SongExists(next))
return next;
return null;
}
public void Stop()
{
currentSong = null;
Sound.StopMusic();
if (currentBackgroundSong != null)
{
currentSong = currentBackgroundSong;
CurrentSongIsBackground = true;
Play();
}
}
public void Disposing(Actor self)
{
if (currentSong != null)
Stop();
Sound.StopMusic();
}
}
}