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Added no cap music restarts define (#335)
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@@ -28,3 +28,8 @@
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* Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only. Hurts emulator and console performance.
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*/
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// #define BETTER_REVERB
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/**
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* Do not restart the music on cap grabs
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*/
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#define PERSISTENT_CAP_MUSIC
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@@ -15,6 +15,8 @@
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#include "seq_ids.h"
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#include "dialog_ids.h"
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#include "config/config_audio.h"
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// N.B. sound banks are different from the audio banks referred to in other
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// files. We should really fix our naming to be less ambiguous...
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#define MAX_BACKGROUND_MUSIC_QUEUE_SIZE 6
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@@ -2195,7 +2197,9 @@ void play_music(u8 player, u16 seqArgs, u16 fadeTimer) {
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for (i = 0; i < sBackgroundMusicQueueSize; i++) {
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if (sBackgroundMusicQueue[i].seqId == seqId) {
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if (i == 0) {
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#ifndef PERSISTENT_CAP_MUSIC
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seq_player_play_sequence(SEQ_PLAYER_LEVEL, seqId, fadeTimer);
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#endif
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} else if (!gSequencePlayers[SEQ_PLAYER_LEVEL].enabled) {
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stop_background_music(sBackgroundMusicQueue[0].seqId);
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}
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@@ -16,6 +16,8 @@
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#include "rumble_init.h"
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#include "puppyprint.h"
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#include "config/config_audio.h"
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#define MUSIC_NONE 0xFFFF
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static OSMesgQueue sSoundMesgQueue;
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@@ -293,7 +295,20 @@ void stop_shell_music(void) {
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/**
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* Called from threads: thread5_game_loop
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*/
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#ifdef PERSISTENT_CAP_MUSIC
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static s8 sDoResetMusic = FALSE;
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extern void stop_cap_music(void);
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#endif
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void play_cap_music(u16 seqArgs) {
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#ifdef PERSISTENT_CAP_MUSIC
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if (sDoResetMusic) {
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sDoResetMusic = FALSE;
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stop_cap_music();
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}
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#endif
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play_music(SEQ_PLAYER_LEVEL, seqArgs, 0);
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if (sCurrentCapMusic != MUSIC_NONE && sCurrentCapMusic != seqArgs) {
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stop_background_music(sCurrentCapMusic);
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@@ -307,6 +322,9 @@ void play_cap_music(u16 seqArgs) {
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void fadeout_cap_music(void) {
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if (sCurrentCapMusic != MUSIC_NONE) {
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fadeout_background_music(sCurrentCapMusic, 600);
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#ifdef PERSISTENT_CAP_MUSIC
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sDoResetMusic = TRUE;
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#endif
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}
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}
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