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convert all activities to the new music system, hopefully
1 parent c4961e9 commit aeae6d6

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14 files changed

+99
-102
lines changed

14 files changed

+99
-102
lines changed

Data/Base.rte/Activities/Harvester.lua

Lines changed: 12 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -60,7 +60,7 @@ function Harvester:StartNewGame()
6060
self.randomSpawnTime = 5000;
6161
elseif self.Difficulty <= GameActivity.NUTSDIFFICULTY then
6262
self.goldNeeded = 7500;
63-
self.goldDisplay = "sevent thousand five hundred";
63+
self.goldDisplay = "seven thousand five hundred";
6464
self.baseSpawnTime = 8000;
6565
self.randomSpawnTime = 4500;
6666
elseif self.Difficulty <= GameActivity.MAXDIFFICULTY then
@@ -82,9 +82,9 @@ function Harvester:SetupHumanPlayerBrains()
8282
-- If we can't find an unassigned brain in the scene to give each player, then force to go into editing mode to place one
8383
if not foundBrain then
8484
self.ActivityState = Activity.EDITING;
85-
AudioMan:ClearMusicQueue();
86-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);
85+
MusicMan:PlayDynamicSong("Generic Ambient Music");
8786
else
87+
MusicMan:PlayDynamicSong("Generic Battle Music");
8888
-- Set the found brain to be the selected actor at start
8989
self:SetPlayerBrain(foundBrain, player);
9090
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));
@@ -132,22 +132,22 @@ function Harvester:EndActivity()
132132
if not self:IsPaused() then
133133
-- Play sad music if no humans are left
134134
if self:HumanBrainCount() == 0 then
135-
AudioMan:ClearMusicQueue();
136-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/udiedfinal.ogg", 2, -1.0);
137-
AudioMan:QueueSilence(10);
138-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
135+
MusicMan:PlayDynamicSong("Generic Defeat Music", "Default", true);
136+
MusicMan:PlayDynamicSong("Generic Ambient Music");
139137
else
140138
-- But if humans are left, then play happy music!
141-
AudioMan:ClearMusicQueue();
142-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/uwinfinal.ogg", 2, -1.0);
143-
AudioMan:QueueSilence(10);
144-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
139+
MusicMan:PlayDynamicSong("Generic Victory Music", "Default", true);
140+
MusicMan:PlayDynamicSong("Generic Ambient Music");
145141
end
146142
end
147143
end
148144

149145
function Harvester:UpdateActivity()
150146
if self.ActivityState ~= Activity.OVER and self.ActivityState ~= Activity.EDITING then
147+
if not self.musicStarted then
148+
self.musicStarted = true;
149+
MusicMan:PlayDynamicSong("Generic Battle Music", "Default", true);
150+
end
151151
--Determine how much gold the players started with.
152152
if self.humanTeamFundsAfterInitialEditingPhase == -1 then
153153
self.humanTeamFundsAfterInitialEditingPhase = self:GetTeamFunds(Activity.TEAM_1);
@@ -337,5 +337,6 @@ function Harvester:UpdateActivity()
337337
end
338338
else
339339
self.startMessageTimer:Reset();
340+
self.musicStarted = false;
340341
end
341342
end

Data/Base.rte/Activities/KeepieUppie.lua

Lines changed: 6 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -69,6 +69,8 @@ function KeepieUppie:StartNewGame()
6969
self.randomSpawnTime = 4000;
7070
end
7171
self.enemySpawnTimeLimit = 2000;
72+
73+
MusicMan:PlayDynamicSong("Generic Boss Fight Music");
7274

7375
for player = Activity.PLAYER_1, Activity.MAXPLAYERCOUNT - 1 do
7476
if self:PlayerActive(player) and self:PlayerHuman(player) then
@@ -120,16 +122,11 @@ function KeepieUppie:EndActivity()
120122
if not self:IsPaused() then
121123
-- Play sad music if no humans are left
122124
if self:HumanBrainCount() == 0 then
123-
AudioMan:ClearMusicQueue();
124-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/udiedfinal.ogg", 2, -1.0);
125-
AudioMan:QueueSilence(10);
126-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
125+
MusicMan:PlayDynamicSong("Generic Defeat Music", "Default", true);
126+
MusicMan:PlayDynamicSong("Generic Ambient Music");
127127
else
128-
-- But if humans are left, then play happy music!
129-
AudioMan:ClearMusicQueue();
130-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/uwinfinal.ogg", 2, -1.0);
131-
AudioMan:QueueSilence(10);
132-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
128+
MusicMan:PlayDynamicSong("Generic Victory Music", "Default", true);
129+
MusicMan:PlayDynamicSong("Generic Ambient Music");
133130
end
134131
end
135132
end

Data/Base.rte/Activities/OneManArmyZeroG.lua

Lines changed: 6 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -86,6 +86,8 @@ function OneManArmyZeroG:StartNewGame()
8686
self.timeDisplay = timeLimitText .. " minutes";
8787
self.enemySpawnTimeLimit = 500;
8888

89+
MusicMan:PlayDynamicSong("Generic Battle Music");
90+
8991
local automoverController = CreateActor("Invisible Automover Controller", "Base.rte");
9092
automoverController.Team = -1;
9193
automoverController:SetNumberValue("MovementSpeed", 16);
@@ -268,16 +270,12 @@ function OneManArmyZeroG:EndActivity()
268270
if not self:IsPaused() then
269271
--Play sad music if no humans are left
270272
if self:HumanBrainCount() == 0 then
271-
AudioMan:ClearMusicQueue();
272-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/udiedfinal.ogg", 2, -1.0);
273-
AudioMan:QueueSilence(10);
274-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
273+
MusicMan:PlayDynamicSong("Generic Defeat Music", "Default", true);
274+
MusicMan:PlayDynamicSong("Generic Ambient Music");
275275
else
276276
--But if humans are left, play happy music!
277-
AudioMan:ClearMusicQueue();
278-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/uwinfinal.ogg", 2, -1.0);
279-
AudioMan:QueueSilence(10);
280-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
277+
MusicMan:PlayDynamicSong("Generic Victory Music", "Default", true);
278+
MusicMan:PlayDynamicSong("Generic Ambient Music");
281279
end
282280
end
283281
end

Data/Base.rte/Activities/Prospecting.lua

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -32,6 +32,7 @@ function Prospecting:StartActivity()
3232
self.braindead[player] = false;
3333
end
3434
end
35+
MusicMan:PlayDynamicSong("Generic Ambient Music");
3536

3637
-- Set up the unseen layers
3738
SceneMan:MakeAllUnseen(Vector(25, 25), Activity.TEAM_1);

Data/Base.rte/Activities/Siege.lua

Lines changed: 7 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -232,6 +232,9 @@ function Siege:StartActivity()
232232
for actor in MovableMan.AddedActors do
233233
actor.Team = self.PlayerTeam;
234234
end
235+
236+
MusicMan:PlayDynamicSong("Generic Battle Music");
237+
235238
end
236239

237240

@@ -240,16 +243,12 @@ function Siege:EndActivity()
240243
if not self:IsPaused() then
241244
-- Play sad music if no humans are left
242245
if self:HumanBrainCount() == 0 then
243-
AudioMan:ClearMusicQueue();
244-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/udiedfinal.ogg", 2, -1.0);
245-
AudioMan:QueueSilence(10);
246-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
246+
MusicMan:PlayDynamicSong("Generic Defeat Music", "Default", true);
247+
MusicMan:PlayDynamicSong("Generic Ambient Music");
247248
else
248249
-- But if humans are left, then play happy music!
249-
AudioMan:ClearMusicQueue();
250-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/uwinfinal.ogg", 2, -1.0);
251-
AudioMan:QueueSilence(10);
252-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
250+
MusicMan:PlayDynamicSong("Generic Victory Music", "Default", true);
251+
MusicMan:PlayDynamicSong("Generic Ambient Music");
253252
end
254253
end
255254
end

Data/Base.rte/Activities/SiteScan.lua

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -39,6 +39,8 @@ function SiteScan:StartActivity()
3939
self:GetBanner(GUIBanner.RED, player):ClearText();
4040
end
4141
end
42+
43+
MusicMan:PlayDynamicSong("Generic Ambient Music");
4244

4345
-- Place resident brains into the simulation so they'll be collected properly afterwards
4446
SceneMan.Scene:PlaceResidentBrains(self);

Data/Base.rte/Activities/SkirmishDefense.lua

Lines changed: 11 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -160,10 +160,10 @@ function SkirmishDefense:SetupHumanPlayerBrains()
160160
if not foundBrain then
161161
self.ActivityState = Activity.EDITING;
162162
-- Open all doors so we can do pathfinding through them with the brain placement
163-
AudioMan:ClearMusicQueue();
164-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);
163+
MusicMan:PlayDynamicSong("Generic Ambient Music");
165164
self:SetLandingZone(Vector(player*SceneMan.SceneWidth/4, 0), player);
166165
else
166+
MusicMan:PlayDynamicSong("Generic Battle Music");
167167
-- Set the found brain to be the selected actor at start
168168
self:SetPlayerBrain(foundBrain, player);
169169
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));
@@ -224,16 +224,12 @@ function SkirmishDefense:EndActivity()
224224
if not self:IsPaused() then
225225
-- Play sad music if no humans are left
226226
if self:HumanBrainCount() == 0 then
227-
AudioMan:ClearMusicQueue();
228-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/udiedfinal.ogg", 2, -1.0);
229-
AudioMan:QueueSilence(10);
230-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
227+
MusicMan:PlayDynamicSong("Generic Defeat Music", "Default", true);
228+
MusicMan:PlayDynamicSong("Generic Ambient Music");
231229
else
232230
-- But if humans are left, then play happy music!
233-
AudioMan:ClearMusicQueue();
234-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/uwinfinal.ogg", 2, -1.0);
235-
AudioMan:QueueSilence(10);
236-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
231+
MusicMan:PlayDynamicSong("Generic Victory Music", "Default", true);
232+
MusicMan:PlayDynamicSong("Generic Ambient Music");
237233
end
238234
end
239235
end
@@ -246,7 +242,12 @@ function SkirmishDefense:UpdateActivity()
246242

247243
if self.ActivityState == Activity.EDITING then
248244
self.startTimer:Reset();
245+
self.musicStarted = false;
249246
else
247+
if not self.musicStarted then
248+
self.musicStarted = true;
249+
MusicMan:PlayDynamicSong("Generic Battle Music");
250+
end
250251
if not self.startTimer:IsPastSimMS(500) then
251252
-- Make sure all actors are in sentry mode
252253
for Act in MovableMan.Actors do

Data/Base.rte/Activities/Survival.lua

Lines changed: 11 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -86,9 +86,9 @@ function Survival:SetupHumanPlayerBrains()
8686
-- If we can't find an unassigned brain in the scene to give each player, then force to go into editing mode to place one
8787
if not foundBrain then
8888
self.ActivityState = Activity.EDITING;
89-
AudioMan:ClearMusicQueue();
90-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);
89+
MusicMan:PlayDynamicSong("Generic Ambient Music");
9190
else
91+
MusicMan:PlayDynamicSong("Generic Battle Music");
9292
-- Set the found brain to be the selected actor at start
9393
self:SetPlayerBrain(foundBrain, player);
9494
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));
@@ -118,16 +118,12 @@ function Survival:EndActivity()
118118
if not self:IsPaused() then
119119
-- Play sad music if no humans are left
120120
if self:HumanBrainCount() == 0 then
121-
AudioMan:ClearMusicQueue();
122-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/udiedfinal.ogg", 2, -1.0);
123-
AudioMan:QueueSilence(10);
124-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
121+
MusicMan:PlayDynamicSong("Generic Defeat Music", "Default", true);
122+
MusicMan:PlayDynamicSong("Generic Ambient Music");
125123
else
126124
-- But if humans are left, then play happy music!
127-
AudioMan:ClearMusicQueue();
128-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/uwinfinal.ogg", 2, -1.0);
129-
AudioMan:QueueSilence(10);
130-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
125+
MusicMan:PlayDynamicSong("Generic Victory Music", "Default", true);
126+
MusicMan:PlayDynamicSong("Generic Ambient Music");
131127
end
132128
end
133129
end
@@ -136,6 +132,10 @@ function Survival:UpdateActivity()
136132
self:ClearObjectivePoints();
137133

138134
if self.ActivityState ~= Activity.OVER and self.ActivityState ~= Activity.EDITING then
135+
if not self.musicStarted then
136+
self.musicStarted = true;
137+
MusicMan:PlayDynamicSong("Generic Battle Music");
138+
end
139139
for player = Activity.PLAYER_1, Activity.MAXPLAYERCOUNT - 1 do
140140
if self:PlayerActive(player) and self:PlayerHuman(player) then
141141
--Display messages.
@@ -318,6 +318,7 @@ function Survival:UpdateActivity()
318318
end
319319
else
320320
self.startMessageTimer:Reset();
321+
self.musicStarted = false;
321322
self.winTimer:Reset();
322323
end
323324

Data/Base.rte/Activities/WaveDefense.lua

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -7,10 +7,10 @@ function WaveDefense:CheckBrains()
77
-- If we can't find an unassigned brain in the scene to give each player, then force to go into editing mode to place one
88
if not foundBrain then
99
self.ActivityState = Activity.EDITING;
10-
AudioMan:ClearMusicQueue();
11-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);
10+
MusicMan:PlayDynamicSong("Generic Ambient Music");
1211
self:SetLandingZone(Vector(player*SceneMan.SceneWidth/4, 0), player);
1312
else
13+
MusicMan:PlayDynamicSong("Generic Battle Music");
1414
-- Set the found brain to be the selected actor at start
1515
self:SetPlayerBrain(foundBrain, player);
1616
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));
@@ -218,6 +218,7 @@ function WaveDefense:UpdateActivity()
218218
if UInputMan:KeyPressed(Key.SPACE) then
219219
self.prepareForNextWave = false;
220220
self.ActivityState = Activity.EDITING;
221+
MusicMan:PlayDynamicSong("Generic Ambient Music", true);
221222

222223
-- Remove control of the actors during edit mode
223224
for Act in MovableMan.Actors do

Data/Missions.rte/Activities/DecisionDay.lua

Lines changed: 8 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -68,6 +68,9 @@ function DecisionDay:SetupInternalReinforcementsData()
6868
end
6969

7070
function DecisionDay:StartActivity(isNewGame)
71+
72+
MusicMan:PlayDynamicSong("Generic Battle Music");
73+
7174
if self.Difficulty <= Activity.MINDIFFICULTY then
7275
self.difficultyRatio = 0.5;
7376
elseif self.Difficulty <= Activity.CAKEDIFFICULTY then
@@ -841,7 +844,7 @@ function DecisionDay:DoSpeedrunMode()
841844
self:SetTeamTech(self.aiTeam, "-All-");
842845
self.aiTeamTech = PresetMan:GetModuleID(self:GetTeamTech(self.aiTeam));
843846

844-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/bossfight.ogg", -1, -1);
847+
MusicMan:PlayDynamicSong("Generic Boss Fight Music", true);
845848

846849
self.messageTimer:SetSimTimeLimitMS(1);
847850

@@ -2225,15 +2228,11 @@ function DecisionDay:EndActivity()
22252228
-- Temp fix so music doesn't start playing if ending the Activity when changing resolution through the ingame settings.
22262229
if not self:IsPaused() then
22272230
if self:HumanBrainCount() == 0 then
2228-
AudioMan:ClearMusicQueue();
2229-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/udiedfinal.ogg", 2, -1.0);
2230-
AudioMan:QueueSilence(10);
2231-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
2231+
MusicMan:PlayDynamicSong("Generic Defeat Music", "Default", true);
2232+
MusicMan:PlayDynamicSong("Generic Ambient Music");
22322233
else
2233-
AudioMan:ClearMusicQueue();
2234-
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/uwinfinal.ogg", 2, -1.0);
2235-
AudioMan:QueueSilence(10);
2236-
AudioMan:QueueMusicStream("Base.rte/Music/dBSoundworks/ccambient4.ogg");
2234+
MusicMan:PlayDynamicSong("Generic Victory Music", "Default", true);
2235+
MusicMan:PlayDynamicSong("Generic Ambient Music");
22372236
end
22382237
end
22392238
end

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