/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "gamesnd/eventmusic.h" #include "cmdline/cmdline.h" #include "globalincs/linklist.h" #include "iff_defs/iff_defs.h" #include "io/timer.h" #include "localization/localize.h" #include "mission/missiongoals.h" #include "mission/missionparse.h" #include "object/object.h" #include "options/Option.h" #include "parse/parselo.h" #include "ship/ship.h" #include "sound/audiostr.h" #include "sound/sound.h" #ifdef _MSC_VER #pragma optimize("", off) #endif #define HULL_VALUE_TO_PLAY_INTENSE_BATTLE_MUSIC 0.75f //////////////////////////// // Globals //////////////////////////// int Event_Music_battle_started = 0; float Default_music_volume = 0.5f; // range is 0->1 float Master_event_music_volume = Default_music_volume; static bool music_volume_change_listener(float new_val, bool /*initial*/) { Assertion(new_val >= 0.0f && new_val <= 1.0f, "Invalid value %f supplied by options system!", new_val); event_music_set_volume(new_val); return true; } static auto MusicVolumeOption = options::OptionBuilder("Audio.Music", "Music", "Volume used for playing music") .category("Audio") .default_val(Default_music_volume) .range(0.0f, 1.0f) .change_listener(music_volume_change_listener) .importance(1) .finish(); typedef struct tagSNDPATTERN { int default_next_pattern; // Needed so the next_pattern member can be reset int next_pattern; // Next pattern to play at loop time (can be same pattern) int default_loop_for; // Needed so the loop_for variable can be reset int loop_for; // Number of times to loop before switching to next pattern int handle; // handle to open audio stream int force_pattern; // flag to indicate that we want to not continue loop, but go to next_pattern int can_force; // whether this pattern can be interrupted int samples_per_measure; // number of bytes in a measure float num_measures; // number of measures in wave file } SNDPATTERN; SNDPATTERN Patterns[MAX_PATTERNS]; // holds data on sections of a SoundTrack // Holds filenames for the different sections of a soundtrack SOUNDTRACK_INFO Soundtracks[MAX_SOUNDTRACKS]; int Num_soundtracks; int Current_soundtrack_num; // Active soundtrack for the current mission.. index into Soundtracks[] int Current_pattern = -1; // currently playing part of track int Pattern_timer_id = 0; // File Globals static int Num_enemy_arrivals; static int Num_friendly_arrivals; #define ARRIVAL_INTERVAL_TIMESTAMP 5000 #define BATTLE_CHECK_INTERVAL 15000 static int Battle_over_timestamp; static int Mission_over_timestamp; static int Victory2_music_played; static int Next_arrival_timestamp; static int Check_for_battle_music; // stores the number of measures for the different patterns (data from music.tbl) float Pattern_num_measures[MAX_SOUNDTRACKS][MAX_PATTERNS]; // stores the number of bytes per measure (data from music.tbl) int Pattern_samples_per_measure[MAX_SOUNDTRACKS][MAX_PATTERNS]; typedef struct pattern_info { const char *pattern_name; const char *pattern_desc; int pattern_can_force; int pattern_loop_for; int pattern_default_next_fs1; int pattern_default_next_fs2; } pattern_info; pattern_info Pattern_info[] = { {"NRML_1", "Normal 1", TRUE, 1, SONG_NRML_2, SONG_NRML_1 }, {"NRML_2", "Normal 2", TRUE, 1, SONG_NRML_1, SONG_NRML_1 }, {"NRML_3", "Normal 3", TRUE, 1, SONG_NRML_1, SONG_NRML_1 }, {"AARV_1", "Ally arrival 1", FALSE, 1, SONG_NRML_2, SONG_NRML_1 }, {"AARV_2", "Ally arrival 2", FALSE, 1, SONG_BTTL_2, SONG_BTTL_2 }, {"EARV_1", "Enemy arrival 1", FALSE, 1, SONG_BTTL_1, SONG_BTTL_1 }, {"EARV_2", "Enemy arrival 2", FALSE, 1, SONG_BTTL_2, SONG_BTTL_3 }, {"BTTL_1", "Battle 1", TRUE, 1, SONG_BTTL_2, SONG_BTTL_2 }, {"BTTL_2", "Battle 2", TRUE, 1, SONG_BTTL_3, SONG_BTTL_3 }, {"BTTL_3", "Battle 3", TRUE, 1, SONG_BTTL_1, SONG_BTTL_1 }, {"FAIL_1", "Failure 1", FALSE, 1, SONG_NRML_3, SONG_NRML_1 }, {"VICT_1", "Victory 1", FALSE, 1, SONG_NRML_3, SONG_NRML_1 }, {"VICT_2", "Victory 2", TRUE, 1, SONG_NRML_3, SONG_NRML_1 }, {"DEAD_1", "Dead 1", TRUE, 1, -1, -1 }, }; int Num_pattern_types = sizeof(Pattern_info) / sizeof(pattern_info); //Because of how inflexible music.tbl is, to make it flexible, we must keep the stuff //in the old order. So to make it reasonable, we use this. //This is a list of the old pattern indexes. If you add a song you should //add it in the right spot in here, with a value of largest+1. int New_pattern_order[] = { 0, //normal 1 12, //normal 2 13, //normal 3 1, //friendly arrival 1 6, //friendly arrival 2 2, //enemy arrival 1 7, //enemy arrival 2 3, //battle 1 4, //battle 2 5, //battle 3 10, //goal failed 1 8, //victory 1 9, //victory 2 11, //death }; /* char* Pattern_names[MAX_PATTERNS] = { //XSTR:OFF "NRML_1", // Normal Song 1 "AARV_1", // Allied Arrival 1 "EARV_1", // Enemy Arrival 1 "BTTL_1", // Battle Song 1 "BTTL_2", // Battle Song 2 "BTTL_3", // Battle Song 3 "AARV_2", // Allied Arrival 2 "EARV_2", // Enemy Arrival 2 "VICT_1", // Victory Song 1 "VICT_2", // Victory Song 2 "FAIL_1", // Goal Failed 1 "DEAD_1", // Death Song 1 "NRML_2", // Normal Song 2 "NRML_3" // Normal Song 3 //XSTR:ON }; char* Pattern_description[MAX_PATTERNS] = { //XSTR:OFF "normal 1", "friendly arrival 1", "enemy arrival 2", "battle 1", "battle 2", "battle 3", "friendly arrival 2", "enemey arrival 2", "victory 1", "victory 2", "goal failed 1", "death", "normal 2", "normal 3" //XSTR:ON }; int Pattern_loop_for[MAX_PATTERNS] = { 1, // Normal Song 1 1, // Allied Arrival 1 1, // Enemy Arrival 1 1, // Battle Song 1 1, // Battle Song 2 1, // Battle Song 3 1, // Allied Arrival 2 1, // Enemy Arrival 2 1, // Victory Song 1 1, // Victory Song 2 1, // Goal Failed 1 1, // Death Song 1 1, // Normal Song 2 1 // Normal Song 3 }; int Pattern_default_next[MAX_PATTERNS] = { SONG_NRML_1, // NRML_1 progresses to NRML_1 by default SONG_NRML_1, // AARV_1 progresses to NRML_1 by default SONG_BTTL_1, // EARV_1 progresses to BTTL_1 by default SONG_BTTL_2, // BTTL_1 progresses to BTTL_2 by default SONG_BTTL_3, // BTTL_2 progresses to BTTL_3 by default SONG_BTTL_1, // BTTL_3 progresses to BTTL_1 by default SONG_BTTL_2, // AARV_2 progresses to BTTL_2 by default SONG_BTTL_3, // EARV_2 progresses to BTTL_3 by default SONG_NRML_1, // VICT_1 progresses to NRML_1 by default SONG_NRML_1, // VICT_2 progresses to NRML_1 by default SONG_NRML_1, // FAIL_1 progresses to NRML_1 by default -1, // no music plays after dead SONG_NRML_1, // NRML_2 progresses to NRML_1 by default (but we intercept this) SONG_NRML_1 // NRML_3 progresses to NRML_1 by default (but we intercept this) }; // Certain patterns can be interrupted (such as the long-playing NRML and BTTL tracks). // Other shorter tracks (such as arrivals) play their entire duration. int Pattern_can_force[MAX_PATTERNS] = { TRUE, // NRML_1 FALSE, // AARV_1 FALSE, // EARV_1 TRUE, // BTTL_1 TRUE, // BTTL_2 TRUE, // BTTL_3 FALSE, // AARV_2 FALSE, // EARV_2 FALSE, // VICT_1 TRUE, // VICT_2 FALSE, // FAIL_1 TRUE, // DEAD_1 TRUE, // NRML_2 TRUE // NRML_3 }; */ int Event_music_enabled = TRUE; static int Event_music_inited = FALSE; static int Event_music_level_inited = FALSE; static int Event_music_begun = FALSE; // forward function declarations int hostile_ships_present(); extern int hud_target_invalid_awacs(object *objp); // Holds file names of spooled music that is played at menus, briefings, credits etc. // Indexed into by a #define enumeration of the different kinds of spooled music menu_music Spooled_music[MAX_SPOOLED_MUSIC]; int Num_music_files; // Number of spooled music files // Array that holds indicies into Spooled_music[], these specify which music is played in briefing/debriefing int Mission_music[NUM_SCORES]; // ------------------------------------------------------------------------------------------------- // event_music_init() // // Called once at game start-up to parse music.tbl and set some state variables // void event_music_init() { if(!Fred_running) { if ( snd_is_inited() == FALSE ) { Event_music_enabled = FALSE; return; } if ( Cmdline_freespace_no_music ) { return; } if ( Event_music_inited == TRUE ) return; } int i, j; //MUST be called before parsing stuffzors. Num_music_files = 0; Num_soundtracks = 0; // Global event_music_reset_choices(); // Goober5000 // set all the filenames to "none" so we're compatible with the extra NRMLs in FS1 music memset(Soundtracks, 0, MAX_SOUNDTRACKS * sizeof(SOUNDTRACK_INFO)); for (i = 0; i < MAX_SOUNDTRACKS; i++) for (j = 0; j < MAX_PATTERNS; j++) strcpy_s(Soundtracks[i].pattern_fnames[j], NOX("none.wav")); // Goober5000 memset(Spooled_music, 0, MAX_SPOOLED_MUSIC * sizeof(menu_music)); //Do teh parsing event_music_parse_musictbl("music.tbl"); // look for any modular tables parse_modular_table(NOX("*-mus.tbm"), event_music_parse_musictbl); Event_music_inited = TRUE; Event_music_begun = FALSE; } // ------------------------------------------------------------------------------------------------- // event_music_close() // // Called once at game end // void event_music_close() { if ( Event_music_inited == FALSE ) return; Event_music_inited = FALSE; } // Goober5000 int event_music_cycle_pattern() { // default int new_pattern = Patterns[Current_pattern].next_pattern; // Goober5000 - not for FS1 if (!(Soundtracks[Current_soundtrack_num].flags & EMF_CYCLE_FS1)) { if (Current_pattern == SONG_BTTL_3 && new_pattern == SONG_BTTL_1) { // AL 06-24-99: maybe switch to battle 2 if hull is less than 70% if (Player_obj != NULL && Player_ship != NULL) { Assert(Player_ship->ship_max_hull_strength != 0.0f); float integrity = Player_obj->hull_strength / Player_ship->ship_max_hull_strength; if (integrity < HULL_VALUE_TO_PLAY_INTENSE_BATTLE_MUSIC) new_pattern = SONG_BTTL_2; } } } // make sure we have a valid BTTL track to switch to if ((new_pattern == SONG_BTTL_2) && (Patterns[SONG_BTTL_2].handle < 0)) { new_pattern = SONG_BTTL_1; } else if ((new_pattern == SONG_BTTL_3) && (Patterns[SONG_BTTL_3].handle < 0)) { if ((Current_pattern == SONG_BTTL_2) || (Patterns[SONG_BTTL_2].handle < 0)) new_pattern = SONG_BTTL_1; else new_pattern = SONG_BTTL_2; } // make sure we have a valid NRML track to switch to if ((new_pattern == SONG_NRML_2) && (Patterns[SONG_NRML_2].handle < 0)) { new_pattern = SONG_NRML_1; } else if ((new_pattern == SONG_NRML_3) && (Patterns[SONG_NRML_3].handle < 0)) { new_pattern = SONG_NRML_1; } return new_pattern; } // ------------------------------------------------------------------------------------------------- // event_music_force_switch() // // Performs a switch between patterns. Sets the cutoff limit for the pattern that is being // switch to. // void event_music_force_switch() { if ( Event_music_enabled == FALSE ) return; if ( Event_music_level_inited == FALSE ) return; Patterns[Current_pattern].loop_for = Patterns[Current_pattern].default_loop_for; int new_pattern = event_music_cycle_pattern(); if ( new_pattern == -1 ) { return; } if ( Patterns[new_pattern].num_measures == 0 ) return; // invalid pattern Assert(new_pattern >= 0 && new_pattern < MAX_PATTERNS); audiostream_play(Patterns[new_pattern].handle, (Master_event_music_volume * aav_music_volume), 0); // no looping audiostream_set_sample_cutoff(Patterns[new_pattern].handle, fl2i(Patterns[new_pattern].num_measures * Patterns[new_pattern].samples_per_measure) ); Patterns[Current_pattern].next_pattern = Patterns[Current_pattern].default_next_pattern; Patterns[Current_pattern].force_pattern = FALSE; nprintf(("EVENTMUSIC", "EVENTMUSIC => switching to %s from %s\n", Pattern_info[new_pattern].pattern_name, Pattern_info[Current_pattern].pattern_name)); // actually switch the pattern Current_pattern = new_pattern; } // ------------------------------------------------------------------------------------------------- // event_music_do_frame() // // Called once per game frame, to check for transitions of patterns (and to start the music off at // the beginning). // void event_music_do_frame() { if ( Event_music_level_inited == FALSE ) { return; } if ( Event_music_enabled == FALSE ) { return; } // start off the music delayed if ( timestamp_elapsed(Pattern_timer_id) ) { Pattern_timer_id = 0; Event_music_begun = TRUE; if ( Current_pattern != -1 && Patterns[Current_pattern].handle >= 0) { //WMC - removed in favor of if //Assert(Patterns[Current_pattern].handle >= 0 ); audiostream_play(Patterns[Current_pattern].handle, (Master_event_music_volume * aav_music_volume), 0); // no looping audiostream_set_sample_cutoff(Patterns[Current_pattern].handle, fl2i(Patterns[Current_pattern].num_measures * Patterns[Current_pattern].samples_per_measure) ); } } if ( Event_music_begun == FALSE ) { return; } if ( Current_pattern != -1 ) { SNDPATTERN *pat; pat = &Patterns[Current_pattern]; // First case: switching to a different track since first track is almost at end if ( audiostream_done_reading(pat->handle) ) { event_music_force_switch(); } // Second case: looping back to start of same track since at the end else if ( !audiostream_is_playing(pat->handle) && !audiostream_is_paused(pat->handle) ) { audiostream_stop(pat->handle); // stop current and rewind pat->loop_for--; if ( pat->loop_for > 0 ) { audiostream_play(pat->handle, (Master_event_music_volume * aav_music_volume), 0); // no looping audiostream_set_sample_cutoff(Patterns[Current_pattern].handle, fl2i(Patterns[Current_pattern].num_measures * Patterns[Current_pattern].samples_per_measure) ); } else { event_music_force_switch(); } } // Third case: switching to a different track by interruption else if ( (pat->force_pattern == TRUE && pat->can_force == TRUE) ) { int samples_streamed = audiostream_get_samples_committed(pat->handle); int measures_played = samples_streamed / pat->samples_per_measure; if ( measures_played < pat->num_measures ) { audiostream_set_sample_cutoff(pat->handle, pat->samples_per_measure * (measures_played+1) ); pat->force_pattern = FALSE; pat->loop_for = 0; } } if (Event_Music_battle_started == 0) { if (Current_pattern == SONG_NRML_1 || Current_pattern == SONG_NRML_2 || Current_pattern == SONG_NRML_3 ) { if (timestamp_elapsed(Check_for_battle_music)) { Check_for_battle_music = timestamp(1000); if (hostile_ships_present() == TRUE) { Patterns[Current_pattern].next_pattern = SONG_BTTL_1; Patterns[Current_pattern].force_pattern = TRUE; } } } else if (Current_pattern == SONG_BTTL_1 || Current_pattern == SONG_BTTL_2 || Current_pattern == SONG_BTTL_3) { if (timestamp_elapsed(Battle_over_timestamp)) { Battle_over_timestamp = timestamp(BATTLE_CHECK_INTERVAL); if (hostile_ships_present() == FALSE) { Patterns[Current_pattern].force_pattern = TRUE; if (Soundtracks[Current_soundtrack_num].flags & EMF_CYCLE_FS1) { Patterns[Current_pattern].next_pattern = SONG_NRML_3; } else { Patterns[Current_pattern].next_pattern = SONG_NRML_1; } } } } } else { // We want to go back to NRML track music if all the hostiles have been // destroyed, and we are still playing the battle music if (Current_pattern == SONG_BTTL_1 || Current_pattern == SONG_BTTL_2 || Current_pattern == SONG_BTTL_3) { if (timestamp_elapsed(Battle_over_timestamp)) { if (hostile_ships_present() == FALSE) { if (Patterns[Current_pattern].next_pattern != SONG_VICT_2) { // Goober5000 if (Soundtracks[Current_soundtrack_num].flags & EMF_CYCLE_FS1) { Patterns[Current_pattern].next_pattern = SONG_NRML_3; } else { Patterns[Current_pattern].next_pattern = SONG_NRML_1; } Patterns[Current_pattern].force_pattern = TRUE; Event_Music_battle_started = 0; } } } } } if ( !Victory2_music_played ) { if ( timestamp_elapsed(Mission_over_timestamp) ) { Mission_over_timestamp = timestamp(BATTLE_CHECK_INTERVAL); if ( mission_goals_met() && (!hostile_ships_present()) ) { Patterns[Current_pattern].next_pattern = SONG_VICT_2; Patterns[Current_pattern].force_pattern = TRUE; Victory2_music_played = 1; } } } } } // ------------------------------------------------------------------------------------------------- // event_music_level_start() // // Called at the start of a mission (level). Sets up the pattern data, and kicks off the // first track to play(). // // input: force_soundtrack => OPTIONAL parameter (default value -1) // forces the soundtrack to ignore the music.tbl assignment // void event_music_level_start(int force_soundtrack) { int i; SOUNDTRACK_INFO *strack; if (Cmdline_freespace_no_music) return; if (!audiostream_is_inited()) return; if (Event_music_level_inited == TRUE) return; Current_pattern = -1; if (Event_music_inited == FALSE) return; if (force_soundtrack != -1) Current_soundtrack_num = force_soundtrack; if (Current_soundtrack_num < 0) { return; } Assert(Current_soundtrack_num >= 0 && Current_soundtrack_num < Num_soundtracks); if (Current_soundtrack_num < 0 || Current_soundtrack_num > Num_soundtracks) return; strack = &Soundtracks[Current_soundtrack_num]; // open the pattern files, and get ready to play them // Goober5000 - changed from strack->num_patterns to MAX_PATTERNS so that *all* // patterns would be checked; the behavior is the same because they were previously // set to none.wav in event_music_parse_musictbl, but this change was needed because // the NRML_2 and NRML_3 at the end of the pattern array kept getting spurious music // tracks because their patterns weren't -1 for (i = 0; i < MAX_PATTERNS; i++) { if (!strnicmp(strack->pattern_fnames[i], NOX("none.wav"), 4)) { Patterns[i].handle = -1; continue; } Patterns[i].handle = audiostream_open( strack->pattern_fnames[i], ASF_EVENTMUSIC ); if (Patterns[i].handle >= 0) { Event_music_level_inited = TRUE; Event_music_enabled = TRUE; } pattern_info *pip = &Pattern_info[i]; // Goober5000 if (strack->flags & EMF_CYCLE_FS1) Patterns[i].default_next_pattern = pip->pattern_default_next_fs1; else Patterns[i].default_next_pattern = pip->pattern_default_next_fs2; Patterns[i].next_pattern = Patterns[i].default_next_pattern; Patterns[i].default_loop_for = pip->pattern_loop_for; Patterns[i].loop_for = Patterns[i].default_loop_for; Patterns[i].force_pattern = FALSE; Patterns[i].can_force = pip->pattern_can_force; Patterns[i].samples_per_measure = Pattern_samples_per_measure[Current_soundtrack_num][i]; Patterns[i].num_measures = Pattern_num_measures[Current_soundtrack_num][i]; } Num_enemy_arrivals = 0; Num_friendly_arrivals = 0; Battle_over_timestamp = timestamp(BATTLE_CHECK_INTERVAL); Mission_over_timestamp = timestamp(BATTLE_CHECK_INTERVAL); Next_arrival_timestamp = timestamp(1); Victory2_music_played = 0; Check_for_battle_music = 0; if (Event_music_level_inited) { if (force_soundtrack >= 0) event_music_first_pattern(); } } // ------------------------------------------------------------------------------------------------- // event_music_first_pattern() // // Picks the first pattern to play, based on whether the battle has started. void event_music_first_pattern() { if ( Event_music_inited == FALSE ) { return; } if ( Event_music_enabled == FALSE ) { return; } if ( Event_music_level_inited == FALSE ) { event_music_level_start(); } if ( Event_music_level_inited == FALSE ) { //-V581 return; } if ( Event_music_begun == TRUE ) { return; } if ( Current_pattern != -1 ) { if ( audiostream_is_playing(Patterns[Current_pattern].handle) ) audiostream_stop( Patterns[Current_pattern].handle ); } Pattern_timer_id = 2000; // start music delay Event_music_begun = FALSE; if ( Event_Music_battle_started == TRUE ) { Current_pattern = SONG_BTTL_1; } else { Current_pattern = SONG_NRML_1; } } // ------------------------------------------------------------------------------------------------- // event_music_level_close() // // Called at the end of each mission (level). Stops any playing patterns by fading them out. // void event_music_level_close() { int i; if ( Event_music_level_inited == FALSE ) return; if ( Current_soundtrack_num >= 0 && Current_soundtrack_num < MAX_SOUNDTRACKS ) { SOUNDTRACK_INFO *strack; Assert( Current_soundtrack_num >= 0 && Current_soundtrack_num < MAX_SOUNDTRACKS ); strack = &Soundtracks[Current_soundtrack_num]; // close the pattern files for ( i = 0; i < strack->num_patterns; i++ ) { if ( i == Current_pattern ) { if ( audiostream_is_playing(Patterns[Current_pattern].handle) ) audiostream_close_file( Patterns[i].handle ); else audiostream_close_file( Patterns[i].handle, 0 ); } else audiostream_close_file( Patterns[i].handle, 0 ); } } else { // close em all down then audiostream_close_all(0); } Current_soundtrack_num = -1; Current_pattern = -1; Event_music_level_inited = FALSE; Event_Music_battle_started = FALSE; Event_music_enabled = 0; Event_music_begun = FALSE; } // ------------------------------------------------------------------------------------------------- // event_music_battle_start() // // Start the battle music. If the music is already started before, do nothing. // int event_music_battle_start() { if ( !hostile_ships_present() ) { return 0; } // No special tracks in training. if ( The_mission.game_type & MISSION_TYPE_TRAINING ) return -1; // Check to see if we've already started off the battle song if ( Event_Music_battle_started == 1 ) { return 0; } if ( Event_music_enabled == FALSE ) return -1; if ( Event_music_level_inited == FALSE ) return -1; if ( Current_pattern == SONG_BTTL_1 ) return 0; // already playing if ( Current_pattern == SONG_DEAD_1 ) return 0; // death is the last song to play if ( Current_pattern != -1 ) { Patterns[Current_pattern].next_pattern = SONG_BTTL_1; Patterns[Current_pattern].force_pattern = TRUE; } Event_Music_battle_started = 1; // keep track of this state though, need on restore Battle_over_timestamp = timestamp(BATTLE_CHECK_INTERVAL); return 0; } // ------------------------------------------------------------------------------------------------- // event_music_enemy_arrival() // // An enemy has arrived, play an enemy arrival pattern. // int event_music_enemy_arrival() { if ( Event_music_enabled == FALSE ) { return -1; } if ( Event_music_level_inited == FALSE ) { return -1; } int next_pattern; if ( Event_Music_battle_started == TRUE ) { next_pattern = SONG_EARV_2; } else { next_pattern = SONG_EARV_1; } if ( Current_pattern < 0 ) return 0; if ( Current_pattern == next_pattern ) return 0; // already playing if ( Current_pattern == SONG_DEAD_1 ) return 0; // death is the last song to play if ( (Current_pattern == SONG_VICT_1) || (Current_pattern == SONG_VICT_2) ) return 0; if ( Patterns[Current_pattern].next_pattern != Patterns[Current_pattern].default_next_pattern ) return 0; // don't squash a pending pattern Num_enemy_arrivals++; // Goober5000 - cycle according to flag if (Soundtracks[Current_soundtrack_num].flags & EMF_CYCLE_FS1) { // AL 11-03-97: // Alternate between BTTL_2 and BTTL_3 following enemy arrivals if ( Num_enemy_arrivals & 1 ) { Patterns[next_pattern].next_pattern = SONG_BTTL_2; } else { if ( Patterns[SONG_BTTL_3].handle != -1 ) { Patterns[next_pattern].next_pattern = SONG_BTTL_3; } else { Patterns[next_pattern].next_pattern = SONG_BTTL_2; } } } else { // AL 7-25-99: If hull is less than 70% then switch to battle 2 or 3, otherwise switch to 1 or 2 bool play_intense_battle_music = false; if (Player_obj != NULL && Player_ship != NULL) { Assert(Player_ship->ship_max_hull_strength != 0); float integrity = Player_obj->hull_strength / Player_ship->ship_max_hull_strength; if (integrity < HULL_VALUE_TO_PLAY_INTENSE_BATTLE_MUSIC) play_intense_battle_music = true; } if (play_intense_battle_music == true) { if (Current_pattern == SONG_BTTL_2) { Patterns[next_pattern].next_pattern = SONG_BTTL_3; } else { Patterns[next_pattern].next_pattern = SONG_BTTL_2; } } else { if (Current_pattern == SONG_BTTL_1) { Patterns[next_pattern].next_pattern = SONG_BTTL_2; } else if (Current_pattern == SONG_BTTL_2) { Patterns[next_pattern].next_pattern = SONG_BTTL_3; } else { Patterns[next_pattern].next_pattern = SONG_BTTL_1; } } } if ( Current_pattern != -1 ) { Patterns[Current_pattern].next_pattern = next_pattern; Patterns[Current_pattern].force_pattern = TRUE; } Battle_over_timestamp = timestamp(BATTLE_CHECK_INTERVAL); return 0; } // ------------------------------------------------------------------------------------------------- // event_music_friendly_arrival() // // An friendly has arrived, play a friendly arrival pattern. // int event_music_friendly_arrival() { if ( Event_music_enabled == FALSE ) return -1; if ( Event_music_level_inited == FALSE ) return -1; if (timestamp_elapsed(Next_arrival_timestamp) == false) { return 0; } int next_pattern; if ( Event_Music_battle_started == TRUE ) { next_pattern = SONG_AARV_2; } else { next_pattern = SONG_AARV_1; } if ( Current_pattern == next_pattern ) return 0; // already playing if ( Current_pattern == SONG_DEAD_1 ) return 0; // death is the last song to play if ( (Current_pattern == SONG_VICT_1) || (Current_pattern == SONG_VICT_2) ) return 0; // Goober5000 - to avoid array out-of-bounds //Assert(Current_pattern >= 0 && Current_pattern < MAX_PATTERNS); if(Current_pattern < 0 || Current_pattern >= MAX_PATTERNS) return 0; if ( Patterns[Current_pattern].next_pattern != Patterns[Current_pattern].default_next_pattern ) return 0; // don't squash a pending pattern // After the second friendly arrival, default to SONG_BTTL_3 Num_friendly_arrivals++; if ( Current_pattern != -1 ) { // AL 06-24-99: always overlay allied arrivals // Goober5000 - do this based on a flag (set in music.tbl for FS1 soundtracks) // overlay if (Soundtracks[Current_soundtrack_num].flags & EMF_ALLIED_ARRIVAL_OVERLAY) { // Goober5000 - I didn't touch this part... for some reason, FS2 only has one // arrival music pattern, and this is it Assert(Patterns[SONG_AARV_1].handle >= 0 ); audiostream_play(Patterns[SONG_AARV_1].handle, (Master_event_music_volume * aav_music_volume), 0); // no looping audiostream_set_sample_cutoff(Patterns[SONG_AARV_1].handle, fl2i(Patterns[SONG_AARV_1].num_measures * Patterns[SONG_AARV_1].samples_per_measure) ); } // don't overlay else { Patterns[Current_pattern].next_pattern = next_pattern; Patterns[Current_pattern].force_pattern = TRUE; // Goober5000 - default to SONG_BTTL_3 as specified above // (this is my attempted recreation of the FS1 behavior) if (Soundtracks[Current_soundtrack_num].flags & EMF_CYCLE_FS1) { if ((Event_Music_battle_started == TRUE) && (Num_friendly_arrivals > 2)) { if (Patterns[SONG_BTTL_3].handle != -1) { Patterns[next_pattern].next_pattern = SONG_BTTL_3; } } } } } Next_arrival_timestamp = timestamp(ARRIVAL_INTERVAL_TIMESTAMP); Battle_over_timestamp = timestamp(BATTLE_CHECK_INTERVAL); return 0; } // Play arrival music keyed to team "team". void event_music_arrival(int team) { // No friendly arrival music in a training mission. if ( The_mission.game_type & MISSION_TYPE_TRAINING ) return; // check if ship is enemy ship (we attack it) if (iff_x_attacks_y(Player_ship->team, team)) event_music_enemy_arrival(); else event_music_friendly_arrival(); } // ------------------------------------------------------------------------------------------------- // event_music_primary_goals_met() // // A primary goal has failed // int event_music_primary_goal_failed() { int next_pattern; // No special tracks in training. if ( The_mission.game_type & MISSION_TYPE_TRAINING ) return -1; if ( Event_music_enabled == FALSE ) return -1; if ( Event_music_level_inited == FALSE ) return -1; if ( Current_pattern == SONG_DEAD_1 ) return 0; // death is the last song to play if ( Patterns[SONG_FAIL_1].handle < 0 ) // can't play if music file doesn't exist return 0; if ( hostile_ships_present() ) { next_pattern = SONG_BTTL_1; } else { next_pattern = SONG_NRML_1; Event_Music_battle_started = 0; } if ( Current_pattern != -1 ) { Assert( Current_pattern >= 0 && Current_pattern < MAX_PATTERNS ); Patterns[Current_pattern].next_pattern = next_pattern; Patterns[Current_pattern].force_pattern = TRUE; } return 0; } // ------------------------------------------------------------------------------------------------- // event_music_primary_goals_met() // // A goal has been achieved, play the appropriate victory music. // int event_music_primary_goals_met() { int next_pattern = SONG_VICT_1; // No special tracks in training. if ( The_mission.game_type & MISSION_TYPE_TRAINING ) return -1; if ( Event_music_enabled == FALSE ) return -1; if ( Event_music_level_inited == FALSE ) return -1; if ( (Current_pattern == SONG_VICT_1) || (Current_pattern == SONG_VICT_2) ) return 0; // already playing if ( Current_pattern == SONG_DEAD_1 ) return 0; // death is the last song to play if ( hostile_ships_present() ) { Patterns[SONG_VICT_1].next_pattern = SONG_BTTL_1; } else { Patterns[SONG_VICT_1].next_pattern = SONG_VICT_2; Event_Music_battle_started = 0; // If the mission goals aren't met (or there are no goals), or if victory 2 music has already played, then go // to the next default track if ( !mission_goals_met() || Victory2_music_played || (Num_goals == 0)) { Patterns[next_pattern].next_pattern = Patterns[next_pattern].default_next_pattern; } else { Victory2_music_played = 1; } } if ( Current_pattern != -1 ) { Patterns[Current_pattern].next_pattern = next_pattern; Patterns[Current_pattern].force_pattern = TRUE; } return 0; } // ------------------------------------------------------------------------------------------------- // event_music_player_death() // // The player has died, play death pattern. // int event_music_player_death() { if ( Event_music_enabled == FALSE ) return -1; if ( Event_music_level_inited == FALSE ) return -1; if ( Current_pattern == SONG_DEAD_1 ) return 0; // already playing if ( Current_pattern != -1 ) { Assert( Current_pattern >= 0 && Current_pattern < MAX_PATTERNS ); Patterns[Current_pattern].next_pattern = SONG_DEAD_1; Patterns[Current_pattern].force_pattern = TRUE; } return 0; } // ------------------------------------------------------------------------------------------------- // event_music_player_respawn() // // Player has respawned (multiplayer only) // int event_music_player_respawn() { if ( Event_music_enabled == FALSE ) return -1; if ( Event_music_level_inited == FALSE ) return -1; // Assert(Current_pattern == SONG_DEAD_1); Event_Music_battle_started = 0; Patterns[Current_pattern].next_pattern = SONG_NRML_1; Patterns[Current_pattern].force_pattern = TRUE; return 0; } // ------------------------------------------------------------------------------------------------- // event_music_player_respawn_as_observer() // // Player has respawned (multiplayer only) // int event_music_player_respawn_as_observer() { if ( Event_music_enabled == FALSE ) return -1; if ( Event_music_level_inited == FALSE ) return -1; if ( Current_pattern >= 0 ) { if ( audiostream_is_playing(Patterns[Current_pattern].handle) ) { audiostream_stop(Patterns[Current_pattern].handle); Current_pattern = -1; } } return 0; } bool parse_soundtrack_line(int strack_idx, int pattern_idx) { char fname[MAX_FILENAME_LEN]; char line_buf[MAX_PATH_LEN]; char *token; int count = 0; // line_buf holds 3 fields: filename, num measures, bytes per measure stuff_string(line_buf, F_NAME, sizeof(line_buf)); //Check if we can add this pattern if( pattern_idx >= MAX_PATTERNS ) { Warning(LOCATION, "Too many $Name: entries for soundtrack %s", Soundtracks[strack_idx].name); return false; } //We can apparently still add this pattern, so go ahead and do it. token = strtok( line_buf, NOX(" ,\t")); strcpy_s(fname, token); while ( token != NULL ) { token = strtok( NULL, NOX(" ,\t") ); //If we have no more items, get out and return if ( token == NULL && count != 2) { Warning(LOCATION, "Missing or additional field for soundtrack %s, pattern %s", Soundtracks[strack_idx].name, Pattern_info[pattern_idx].pattern_desc); break; } if ( count == 0 ) { Pattern_num_measures[strack_idx][pattern_idx] = (float)atof(token); //Num_measures } else if(count == 1) { Pattern_samples_per_measure[strack_idx][pattern_idx] = atoi(token); //Samples per measure } count++; } // end while strcpy_s(Soundtracks[strack_idx].pattern_fnames[pattern_idx], fname); return true; } void parse_soundtrack() { char namebuf[NAME_LENGTH]; int i, strack_idx = -1; bool nocreate = false; //Start parsing soundtrack //required_string("#Soundtrack Start"); //Get the name, and do we have this track already? required_string("$SoundTrack Name:"); stuff_string(namebuf, F_NAME, NAME_LENGTH); strack_idx = event_music_get_soundtrack_index(namebuf); //Do we have a nocreate? if(optional_string("+nocreate")) { nocreate = true; } //Get a valid strack_idx if(strack_idx < 0 && (nocreate || Num_soundtracks >= MAX_SOUNDTRACKS)) { if(Num_soundtracks >= MAX_SOUNDTRACKS) { Warning(LOCATION, "Maximum number of soundtracks reached after '%s'; max is '%d'", Soundtracks[MAX_SOUNDTRACKS-1].name, MAX_SOUNDTRACKS); } //Track doesn't exist and has nocreate, so don't create it if ( !skip_to_start_of_string_either("#SoundTrack Start", "#Menu Music Start") && !skip_to_string("#SoundTrack End")) { error_display(1, "Couldn't find #Soundtrack Start, #Menu Music Start or #Soundtrack End."); } return; } else if(strack_idx < 0) { //If we don't have this soundtrack already, create it strack_idx = Num_soundtracks; strcpy_s(Soundtracks[strack_idx].name, namebuf); Soundtracks[strack_idx].num_patterns = 0; Num_soundtracks++; } // Goober5000 if (optional_string("+Cycle:")) { char temp[NAME_LENGTH]; stuff_string(temp, F_NAME, NAME_LENGTH); if (!stricmp(temp, "FS1")) Soundtracks[strack_idx].flags |= EMF_CYCLE_FS1; } // Goober5000 if (optional_string("+Allied Arrival Overlay:")) { stuff_boolean_flag(&Soundtracks[strack_idx].flags, EMF_ALLIED_ARRIVAL_OVERLAY); } else { // default to on Soundtracks[strack_idx].flags |= EMF_ALLIED_ARRIVAL_OVERLAY; } //If the next string is $Name:, use default Volition stuff if(check_for_string("$Name:")) { int old_pattern_num = 0; while (required_string_either("#SoundTrack End","$Name:")) { required_string("$Name:"); //Find which new pattern index this corresponds to for(i = 0; i < Num_pattern_types; i++) { if(New_pattern_order[i] == old_pattern_num) { if(parse_soundtrack_line(strack_idx, i)) { //If new pattern is higher, change the old value if(i+1 > Soundtracks[strack_idx].num_patterns) { Soundtracks[strack_idx].num_patterns = i+1; } } //Get out of the loop break; } } if(i == Num_pattern_types) { Warning(LOCATION, "Could not find new index for pattern %d of soundtrack '%s'", old_pattern_num, Soundtracks[strack_idx].name); } old_pattern_num++; } } else { //Use our new stuff char tagbuf[64]; //try the new pattern order for(i = 0; i < Num_pattern_types; i++) { //Check for the tag based on description sprintf(tagbuf, "$%s:", Pattern_info[i].pattern_desc); if(optional_string(tagbuf)) { //Parse it if(parse_soundtrack_line(strack_idx, i)) { //If the new pattern is higher than the old one, change num_patterns if(i+1 > Soundtracks[strack_idx].num_patterns) { Soundtracks[strack_idx].num_patterns = i+1; } } } } } //We're done here. required_string("#SoundTrack End"); // Goober5000 - set the valid flag according to whether we can load all our patterns // (since someone may be running an enhanced music.tbl without warble_fs1 installed) for (i = 0; i < Soundtracks[strack_idx].num_patterns; i++) { // check for "none" if (!strlen(Soundtracks[strack_idx].pattern_fnames[i]) || !strnicmp(Soundtracks[strack_idx].pattern_fnames[i], "none", 4)) continue; // check for file if (!cf_exists_full(Soundtracks[strack_idx].pattern_fnames[i], CF_TYPE_MUSIC)) return; } // made it here okay, so it's valid Soundtracks[strack_idx].flags |= EMF_VALID; } void parse_menumusic() { char spoolname[NAME_LENGTH]; char fname[MAX_FILENAME_LEN]; bool nocreate = false; required_string("$Name:"); stuff_string(spoolname, F_NAME, NAME_LENGTH); if(optional_string("+nocreate")) { nocreate = true; } int idx = event_music_get_spooled_music_index(spoolname); if(idx < 0 && (nocreate || Num_music_files >= MAX_SPOOLED_MUSIC)) { if(Num_music_files >= MAX_SPOOLED_MUSIC) { Warning(LOCATION, "Could not load spooled music file after '%s' as maximum number of spooled music was reached (Max is %d)", Spooled_music[Num_music_files - 1].name, MAX_SPOOLED_MUSIC); } if (!skip_to_start_of_string_either("$Name:", "#Menu Music End")) { Error(LOCATION, "Couldn't find $Name or #Menu Music End. Music.tbl or -mus.tbm is invalid.\n"); } return; } else if(idx < 0) { idx = Num_music_files; strcpy_s( Spooled_music[idx].name, spoolname ); strcpy_s( Spooled_music[idx].filename, ""); } if(optional_string("$Filename:")) { stuff_string(fname, F_LNAME, MAX_FILENAME_LEN); if ( strnicmp(fname, NOX("none.wav"), 4) != 0 ) { strcpy_s( Spooled_music[idx].filename, fname ); } else { //Clear this strcpy_s( Spooled_music[idx].filename, ""); } } // Goober5000 - check for existence of file // taylor - check for all file types // chief1983 - use type list defined in ffmpeg.h if ( cf_exists_full_ext(Spooled_music[idx].filename, CF_TYPE_MUSIC, NUM_AUDIO_EXT, audio_ext_list) ) Spooled_music[idx].flags |= SMF_VALID; if (!nocreate) Num_music_files++; } // ------------------------------------------------------------------------------------------------- // event_music_parse_musictbl() will parse the music.tbl file, and set up the Mission_songs[] // array // void event_music_parse_musictbl(const char *filename) { try { read_file_text(filename, CF_TYPE_TABLES); reset_parse(); while ( check_for_string("#Soundtrack Start") || check_for_string("#Menu Music Start") ) { if ( optional_string("#Soundtrack Start") ) { parse_soundtrack( ); } if ( optional_string("#Menu Music Start") ) { while ( required_string_either("$Name", "#Menu Music End") == 0 ) { parse_menumusic( ); } } } } catch (const parse::ParseException& e) { mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what())); } } // ------------------------------------------------------------------------------------------------- // event_music_change_pattern() // // Force a particular pattern to play. This is used for debugging purposes. // void event_music_change_pattern(int new_pattern) { if ( Event_music_enabled == FALSE ) { nprintf(("EVENTMUSIC", "EVENTMUSIC ==> Requested a song switch when event music is not enabled\n")); return; } if ( Event_music_level_inited == FALSE ) { nprintf(("EVENTMUSIC", "EVENTMUSIC ==> Event music is not enabled\n")); return; } if ( Current_pattern == new_pattern ) return; // already playing if ( Current_pattern != -1 ) { Assert( Current_pattern >= 0 && Current_pattern < MAX_PATTERNS ); Patterns[Current_pattern].next_pattern = new_pattern; Patterns[Current_pattern].force_pattern = TRUE; } } // ------------------------------------------------------------------------------------------------- // event_music_return_current_pattern() // // Simply return what the current pattern being played is. Don't want to make global. // int event_music_return_current_pattern() { return Current_pattern; } // ------------------------------------------------------------------------------------------------- // event_music_disable() // // Stop any patterns that are playing, and prevent any further patterns from playing (ie // set Event_music_enabled = FALSE). We don't uninit event music, since it might be toggled // back on in this level. // void event_music_disable() { if ( Event_music_level_inited == FALSE ) return; if ( Event_music_enabled == FALSE ) return; if (Current_pattern == -1) return; Assert( Current_pattern >= 0 && Current_pattern < MAX_PATTERNS ); if ( audiostream_is_playing(Patterns[Current_pattern].handle) ) { audiostream_stop(Patterns[Current_pattern].handle); // stop current and rewind } Event_music_begun = FALSE; Event_music_enabled = FALSE; Current_pattern = -1; } // ------------------------------------------------------------------------------------------------- // event_music_enable() // // Init the event music (ie load the patterns) if required. Set up the first song to play, and // set Event_music_enabled = TRUE to allow patterns to play. // void event_music_enable() { if ( Event_music_enabled == TRUE ) return; Event_music_enabled = TRUE; if ( Event_music_level_inited == FALSE ) { event_music_level_start(); // start the first pattern to play (delayed) if ( Game_mode & GM_IN_MISSION ) { event_music_first_pattern(); } } else { // start a new pattern Event_music_begun = FALSE; Pattern_timer_id = timestamp(150); event_music_start_default(); } } // ------------------------------------------------------------------------------------------------- // event_music_start_default() // // Start playing a default track, based on how far the mission has progressed // void event_music_start_default() { int next_pattern; if ( Event_Music_battle_started == TRUE ) { if ( hostile_ships_present() ) { next_pattern = SONG_BTTL_1; } else { Event_Music_battle_started = FALSE; next_pattern = SONG_NRML_1; } } else { next_pattern = SONG_NRML_1; } // switch now if ( Current_pattern == -1 ) { Current_pattern = next_pattern; } // switch later else { Patterns[Current_pattern].next_pattern = next_pattern; Patterns[Current_pattern].force_pattern = TRUE; } } // ------------------------------------------------------------------------------------------------- // event_music_set_volume_all() // // Set the volume of the event driven music. Used when using the game-wide music volume is changed // by the user. // void event_music_set_volume_all(float volume) { audiostream_set_volume_all(volume, ASF_EVENTMUSIC); } // ---------------------------------------------------------------------- // hostile_ships_present() // // Determine if there are any non-friendly ships in existance // // returns: 1 => there are non-friendly ships in existance // 0 => any ships in existance are friendly int hostile_ships_present() { ship *shipp; ship_obj *so; for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { shipp = &Ships[Objects[so->objnum].instance]; // skip ourselves if ( shipp == Player_ship ) continue; // check if ship is enemy ship (we attack it) if (!(iff_x_attacks_y(Player_ship->team, shipp->team))) continue; // check if ship is threatening if ( shipp->is_dying_or_departing() || shipp->flags[Ship::Ship_Flags::Disabled] || (ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) continue; // check if ship is flyable if (!Ship_info[shipp->ship_info_index].is_flyable()) { continue; } // check if ship is visible by player's team if ( hud_target_invalid_awacs(&Objects[so->objnum]) == 1 ) { continue; } return 1; } return 0; } // ---------------------------------------------------------------- // event_music_get_info() // // Return information about the event music in the buffer outbuf // NOTE: callers to this function are advised to allocate a 256 byte buffer void event_music_get_info(char *outbuf) { if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE || Current_pattern == -1 ) { strcpy(outbuf,XSTR( "Event music is not playing", 213)); } else { sprintf(outbuf,XSTR( "soundtrack: %s [%s]", 214), Soundtracks[Current_soundtrack_num].name, Pattern_info[Current_pattern].pattern_desc); } } // ---------------------------------------------------------------- // event_music_next_soundtrack() // // input: delta => 1 or -1, depending if you want to go to next or previous song // // returns: New soundtrack number if successfully changed, otherwise return -1 // int event_music_next_soundtrack(int delta) { int new_soundtrack; if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE ) { return -1; } new_soundtrack = Current_soundtrack_num + delta; if ( new_soundtrack >= Num_soundtracks ) new_soundtrack = 0; event_music_level_close(); event_music_level_start(new_soundtrack); return Current_soundtrack_num; } // Goober5000 - along the same lines; this is for the sexp void event_sexp_change_soundtrack(const char *name) { Assert(name); int i, new_soundtrack = -1; for (i = 0; i < Num_soundtracks; i++) { if ( !stricmp(name, Soundtracks[i].name) ) { new_soundtrack = i; } } // if we are already on this soundtrack then bail if (new_soundtrack == Current_soundtrack_num) { return; } event_music_level_close(); Current_soundtrack_num = -1; event_music_level_start(new_soundtrack); } // ---------------------------------------------------------------- // event_music_get_soundtrack_name() // // Return information about the event music in the buffer outbuf // NOTE: callers to this function are advised to allocate a NAME_LENGTH buffer void event_music_get_soundtrack_name(char *outbuf) { if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE ) { strcpy(outbuf, XSTR( "Event music is not playing", 213)); } else { strcpy(outbuf, Soundtracks[Current_soundtrack_num].name); } } // set the current soundtrack based on name void event_music_set_soundtrack(const char *name) { Current_soundtrack_num = event_music_get_soundtrack_index(name); if ( Current_soundtrack_num == -1 ) { mprintf(("Current soundtrack set to -1 in event_music_set_soundtrack\n")); } } int event_music_get_soundtrack_index(const char *name) { // find the correct index for the event music for ( int i = 0; i < Num_soundtracks; i++ ) { if ( !stricmp(name, Soundtracks[i].name) ) { return i; } } return -1; } int event_music_get_spooled_music_index(const char *name) { // find the correct index for the event music for ( int i = 0; i < Num_music_files; i++ ) { if ( !stricmp(name, Spooled_music[i].name) ) { return i; } } return -1; } int event_music_get_spooled_music_index(const SCP_string& name) { return event_music_get_spooled_music_index(name.c_str()); } // set a score based on name void event_music_set_score(int score_index, const char *name) { Assert(score_index < NUM_SCORES); // find the correct index for the event music Mission_music[score_index] = event_music_get_spooled_music_index(name); } // reset what sort of music is to be used for this mission void event_music_reset_choices() { Current_soundtrack_num = -1; mprintf(("Current soundtrack set to -1 in event_music_reset_choices\n")); Mission_music[SCORE_BRIEFING] = -1; Mission_music[SCORE_FICTION_VIEWER] = -1; event_music_set_score(SCORE_DEBRIEF_SUCCESS, "Success"); event_music_set_score(SCORE_DEBRIEF_AVERAGE, "Average"); event_music_set_score(SCORE_DEBRIEF_FAIL, "Failure"); // Goober5000 strcpy_s(The_mission.substitute_briefing_music_name, "None"); strcpy_s(The_mission.substitute_event_music_name, "None"); } void event_music_hostile_ship_destroyed() { Battle_over_timestamp = timestamp(BATTLE_CHECK_INTERVAL); } void event_music_set_volume(float volume) { Assertion(volume >= 0.0f && volume <= 1.0f, "Invalid event music volume %f!", volume); Master_event_music_volume = volume; event_music_set_volume_all(Master_event_music_volume); if (Master_event_music_volume > 0.0f) { event_music_enable(); } else { event_music_disable(); } } #ifdef _MSC_VER #pragma optimize("", on) #endif