Finer control over menu music

develop
kaetemi 5 years ago
parent a82df91bba
commit 1a037ad3eb

@ -465,11 +465,12 @@ CClientConfig::CClientConfig()
SoundOn = true; // Default is with sound.
DriverSound = SoundDrvAuto;
SoundForceSoftwareBuffer = true;
StartMusic = "main theme air.ogg"; // Use at game startup
LoadingMusic = "main menu loop.ogg"; // Use after leaving character selection, and when going back to character selection
StartMusic = "main theme air.ogg"; // Use at game startup (originally no music)
EmptySlotMusic = "loading music loop.ogg"; // Use in character selection for empty slots
LoadingMusic = "main menu loop.ogg"; // Main loading used after leaving character selection, and when going back to character selection
KamiTeleportMusic = "kami teleport.ogg"; // Kami teleport
KaravanTeleportMusic = "karavan teleport.ogg"; // Karavan teleport
TeleportLoadingMusic = "loading music loop.ogg"; // Use after character select, and for generic teleportations
TeleportLoadingMusic = "loading music loop.ogg"; // Use for generic teleportations
DeathMusic = "death.ogg"; // Player death
SoundSFXVolume = 1.f;
SoundGameMusicVolume = 1.f;
@ -481,7 +482,7 @@ CClientConfig::CClientConfig()
UserEntitySoundLevel = 0.5f; // Default volume for sound in 1st person
UseEax = true; // Default to use EAX;
UseADPCM = false; // Defualt to PCM sample, NO ADPCM
MaxTrack = 32; // DEfault to 32 track
MaxTrack = 32; // Default to 32 track
ColorShout = CRGBA(150,0,0,255); // Default Shout color.
ColorTalk = CRGBA(255,255,255,255); // Default Talk color.
@ -1253,6 +1254,7 @@ void CClientConfig::setValues()
READ_BOOL_FV(SoundForceSoftwareBuffer);
// SoundOutGameMusic
READ_STRING_DEV(StartMusic)
READ_STRING_DEV(EmptySlotMusic)
READ_STRING_DEV(LoadingMusic)
READ_STRING_DEV(KamiTeleportMusic)
READ_STRING_DEV(KaravanTeleportMusic)

@ -350,6 +350,7 @@ struct CClientConfig
/// Music files
string StartMusic;
string EmptySlotMusic;
string LoadingMusic;
string KamiTeleportMusic;
string KaravanTeleportMusic;

@ -2057,7 +2057,7 @@ public:
// if empty name, return to default mode
if (sName.empty())
sName = ClientCfg.TeleportLoadingMusic;
sName = ClientCfg.EmptySlotMusic;
// change the music
SoundGlobalMenu.setMusic(sName, async);

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