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class MusicInfo extends Engine.MusicManagerBase placeable native; var() string IntroMusic; var() string ExplorationMusic; var() string CombatMusic; var() string TensionMusic; enum EMusicType { MS_NoMusic, MS_ExplorationMusic, MS_IntroMusic, MS_CombatMusic, MS_TensionMusic, }; struct native DynamicMusicOptions { var() float FadeInTime; var() float FadeOutTime; var() float MinLifetime; }; // ug hacky. seeing as we only have 2 dynamic music types, dont bother generalisin this into an array or anythin var() DynamicMusicOptions CombatMusicOptions; var() DynamicMusicOptions TensionMusicOptions; var() float IntroMusicFadeOutTime; // state var EMusicType CurrentMusicType; var float CurrentSongTimer; // if non zero, countdown to when we should start fading out the current song var float CurrentSongFadeTime; // time to fade out the current song over (when CurrentSongTimer has elapsed) var bool TriggeredIntroMusic; // just to make sure we onyl do it once // transient (within sound system) var transient float CurrentMusicLength; var transient int CurrentSongHandle; simulated function Tick(float Delta) { // restart music from savegame (music type is set, but we dont have a valid handle) if (CurrentMusicType != MS_NoMusic && !PlayingMusic()) RestartSavegameMusic(); // start intro/level music if (CurrentMusicType == MS_NoMusic) { if (Len(IntroMusic) != 0 && !TriggeredIntroMusic) TriggerIntroMusic(); // if intro music not started (not specified, play failed or already triggered), start normal level music if (!PlayingMusic()) StartMusicType(MS_ExplorationMusic, 0); } // handle fade out of current music if (ShouldProcessFadeOut()) { CurrentSongTimer -= Delta; // song timer expired, transition to explotation music if (CurrentSongTimer <= 0) StartMusicType(MS_ExplorationMusic, CurrentSongFadeTime); } } simulated function TriggerIntroMusic() { StartMusicType(MS_IntroMusic, 0); CurrentSongFadeTime = IntroMusicFadeOutTime; CurrentSongTimer = CurrentMusicLength - IntroMusicFadeOutTime; TriggeredIntroMusic = true; } simulated function TriggerDynamicMusic(EDynamicMusicType Type) { switch(Type) { case MT_Combat: ProcessDynamicMusic(MS_CombatMusic, CombatMusic, CombatMusicOptions.FadeInTime, CombatMusicOptions.FadeOutTime, CombatMusicOptions.MinLifeTime); break; case MT_Tension: // NOTE: tension should not override combat music if (CurrentMusicType != MS_CombatMusic) ProcessDynamicMusic(MS_TensionMusic, TensionMusic, TensionMusicOptions.FadeInTime, TensionMusicOptions.FadeOutTime, TensionMusicOptions.MinLifeTime); break; } } simulated function TriggerScriptMusic(string MusicName, float FadeTime) { // TBD: do we need this anymore??? } // NOTE: MusicName is only passed in so that this funciton can validate whether to even try playing music (incase none is specified) simulated function ProcessDynamicMusic(EMusicType MusicType, string MusicName, float FadeInTime, float FadeOutTime, float MinLifeTime) { if (CurrentMusicType != MusicType && Len(MusicName) != 0) { StartMusicType(MusicType, FadeInTime); CurrentSongFadeTime = FadeOutTime; } // restart music timer if succsefully playing if (CurrentMusicType == MusicType) CurrentSongTimer = MinLifeTime; } simulated function bool ShouldProcessFadeOut() { return PlayingMusic() && ( CurrentMusicType == MS_IntroMusic || CurrentMusicType == MS_CombatMusic || CurrentMusicType == MS_TensionMusic); } simulated function bool PlayingMusic() { return CurrentSongHandle != 0; } simulated function RestartSavegameMusic() { // dont re-play intro music when loading a saved game if (CurrentMusicType == MS_IntroMusic) CurrentMusicType = MS_ExplorationMusic; StartMusicType(CurrentMusicType, 0); } simulated function StartMusicType(EMusicType Music, float FadeTime) { switch (Music) { case MS_ExplorationMusic: StartMusic(ExplorationMusic, FadeTime); break; case MS_IntroMusic: StartMusic(IntroMusic, FadeTime); break; case MS_CombatMusic: StartMusic(CombatMusic, FadeTime); break; case MS_TensionMusic: StartMusic(TensionMusic, FadeTime); break; }; if (PlayingMusic()) CurrentMusicType = Music; else CurrentMusicType = MS_NoMusic; } simulated function StartMusic(string MusicName, float FadeTime) { // stop old music StopCurrentMusic(FadeTime); // startup new music CurrentSongHandle = PlayMusic(MusicName, FadeTime); if (CurrentSongHandle != 0) { CurrentMusicLength = GetMusicDuration(MusicName); } else { CurrentMusicLength = 0; } // log("Start Music on "$MusicName$" Length = "$CurrentMusicLength$" FadeTime = "$FadeTime); } // NOTE!: this function will only work if the music is playing in the sound system native function float GetMusicDuration(string MusicName); simulated function StopCurrentMusic(float FadeTime) { if (CurrentSongHandle != 0) { StopMusic(CurrentSongHandle, FadeTime); } CurrentSongHandle = 0; CurrentMusicType = MS_NoMusic; } defaultproperties { CurrentMusicType = MS_NoMusic CurrentSongHandle = 0 CurrentSongTimer = 0 TriggeredIntroMusic = 0 } |
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