Files
Goober5000 6a550a6701 additional music checks
This adds several fixes to make the event and menu music more robust:
1. The game will now run with zero soundtracks.  All accesses into a potentially empty vector should now have checks.
2. Soundtracks and menu music are now checked for validity before being played (not just when importing a FSM mission).
3. The parsing validity checks and the in-game event music now check for skippable patterns using the same function.
4. Zero measures and zero samples-per-measure now cause the game to skip a pattern.  Negative values now trigger a warning.
5. Omitting some or all of the `$Name:` lines for a soundtrack will not cause an assert.

Fixes #5576.  Follow-up to #5572.
2023-08-25 19:22:03 -04:00

139 lines
4.7 KiB
C

/*
* 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.
*
*/
#ifndef __EVENT_MUSIC_H__
#define __EVENT_MUSIC_H__
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
// Identifies songs in the Soundtrack_filenames[] structure. The order matches up with
// what is in Pattern_info and music.tbl. Do not modify without properly inputting to
//Pattern_info and New_pattern_order
#define SONG_NRML_1 0 // Normal Song 1
#define SONG_NRML_2 1 // Normal Song 2 - for FS1
#define SONG_NRML_3 2 // Normal Song 3 - for FS1
#define SONG_AARV_1 3 // Allied Arrival 1
#define SONG_AARV_2 4 // Allied Arrival 2
#define SONG_EARV_1 5 // Enemy Arrival 1
#define SONG_EARV_2 6 // Enemy Arrival 2
#define SONG_BTTL_1 7 // Battle Song 1
#define SONG_BTTL_2 8 // Battle Song 2
#define SONG_BTTL_3 9 // Battle Song 3
#define SONG_FAIL_1 10 // Goal Failed
#define SONG_VICT_1 11 // Victory Song 1
#define SONG_VICT_2 12 // Victory Song 2
#define SONG_DEAD_1 13 // Death Song 1
#define MAX_PATTERNS 14
// if player targets a hostile ship at less than this range, switch to battle track
#define BATTLE_START_MIN_TARGET_DIST 500
extern int Event_Music_battle_started; // flag that will tell us if we've started a battle in the current mission
extern int Event_music_enabled;
extern float Default_music_volume; // range is 0->1
extern float Master_event_music_volume; // range is 0->1
/////////////////////////////////////////////////////////////////////////////
// Used to track what briefing and debriefing music is played for the mission
/////////////////////////////////////////////////////////////////////////////
#define NUM_SCORES 5
#define SCORE_BRIEFING 0
#define SCORE_DEBRIEFING_SUCCESS 1
#define SCORE_DEBRIEFING_AVERAGE 2
#define SCORE_DEBRIEFING_FAILURE 3
#define SCORE_FICTION_VIEWER 4
extern int Mission_music[NUM_SCORES]; // indicies into Spooled_music[]
/////////////////////////////////////////////////////////////////////////////
extern int Current_soundtrack_num; // index into Soundtracks[]
// menu music storage
typedef struct menu_music {
int flags;
char name[NAME_LENGTH]; // name music is known by
char filename[MAX_FILENAME_LEN]; // name music is stored on disk as
} menu_music;
// Goober5000 - spooled music flags
#define SMF_VALID (1 << 0)
extern SCP_vector<menu_music> Spooled_music;
// event music soundtrack storage
typedef struct tagSOUNDTRACK_PATTERN_INFO {
char fname[MAX_FILENAME_LEN];
float num_measures;
int samples_per_measure;
} SOUNDTRACK_PATTERN_INFO;
typedef struct tagSOUNDTRACK_INFO {
int flags;
int num_patterns;
char name[NAME_LENGTH];
SOUNDTRACK_PATTERN_INFO patterns[MAX_PATTERNS];
} SOUNDTRACK_INFO;
// Goober5000 - event music flags
#define EMF_VALID (1 << 0)
#define EMF_ALLIED_ARRIVAL_OVERLAY (1 << 1)
#define EMF_CYCLE_FS1 (1 << 2)
extern SCP_vector<SOUNDTRACK_INFO> Soundtracks;
void event_music_init();
void event_music_close();
void event_music_level_start(int force_soundtrack = -1);
void event_music_level_close();
void event_music_do_frame();
void event_music_disable();
void event_music_enable();
void event_music_set_volume_all(float volume);
void event_music_parse_musictbl(const char *filename);
void event_music_change_pattern(int new_pattern);
int event_music_return_current_pattern();
void event_music_first_pattern();
void event_music_set_start_delay();
int event_music_battle_start();
int event_music_enemy_arrival();
int event_music_friendly_arrival();
void event_music_arrival(int team);
int event_music_primary_goals_met();
int event_music_primary_goal_failed();
int event_music_player_death();
void event_music_start_default();
void event_music_get_info(char *outbuf);
void event_music_get_soundtrack_name(char *outbuf);
int event_music_next_soundtrack(int delta);
void event_sexp_change_soundtrack(const char *name);
void event_music_set_soundtrack(const char *name);
void event_music_set_score(int score_index, const char *name);
int event_music_get_soundtrack_index(const char *name);
int event_music_get_spooled_music_index(const char *name);
int event_music_get_spooled_music_index(const SCP_string& name);
void event_music_reset_choices();
int event_music_player_respawn();
int event_music_player_respawn_as_observer();
void event_music_hostile_ship_destroyed();
/**
* @brief Sets the master music volume to the specified value
* @param volume The new music volume value. Must be in the range [0, 1].
*/
void event_music_set_volume(float volume);
#endif /* __EVENT_MUSIC_H__ */