1
0
forked from 0ad/0ad
0ad/binaries/data/mods/public/gui/session/music.js

142 lines
2.7 KiB
JavaScript

//var g_CurrentMusic = null;
//var g_CurrentAmbient = null;
//
//var g_MusicGain = 0.5;
//
//const MUSIC_PATH = "audio/music/";
//var g_PeaceTracks = [];
//var g_BattleTracks = [];
//
//
//const DEFEAT_CUE = "gen_loss_cue";
//const DEFEAT_MUSIC = "gen_loss_track";
//const VICTORY_MUSIC = "win_1";
//
///*
// * At some point, this ought to be extended to do dynamic music selection and
// * crossfading - it at least needs to pick the music track based on the player's
// * civ and peace/battle
// */
//
//function storeTracks(civMusic)
//{
// for each (var music in civMusic)
// {
// if ("peace" == music["Type"])
// {
// g_PeaceTracks.push(music["File"]);
// }
// else if ("battle" == music["Type"])
// {
// g_BattleTracks.push(music["File"]);
// }
// }
//}
//
//function getRandomPeaceTrack()
//{
// return MUSIC_PATH + g_PeaceTracks[getRandom(0, g_PeaceTracks.length-1)];
//}
//
//function getRandomBattleTrack()
//{
// return MUSIC_PATH + g_BattleTracks[getRandom(0, g_BattleTracks.length-1)];
//}
//
//function playDefeatMusic()
//{
// switchMusic(DEFEAT_CUE, 0.0, false);
// switchMusic(DEFEAT_MUSIC, 10.0, true);
//}
//
//function playVictoryMusic()
//{
// switchMusic(VICTORY_MUSIC, 0.0, true);
//}
//
//function isEndingMusicPlaying()
//{
// if (g_CurrentMusic)
// {
// if (g_CurrentMusic[DEFEAT_CUE] ||
// g_CurrentMusic[DEFEAT_MUSIC] ||
// g_CurrentMusic[VICTORY_MUSIC])
// {
// return true;
// }
// }
//
// return false;
//}
//
//
//function isMusicPlaying()
//{
// if (g_CurrentMusic)
// return g_CurrentMusic.isPlaying();
//
// return false;
//}
//
//function startSound(civMusic)
//{
// storeTracks(civMusic);
//
// g_CurrentAmbient = new Sound("audio/ambient/dayscape/day_temperate_gen_03.ogg");
// if (g_CurrentAmbient)
// {
// g_CurrentAmbient.loop();
// g_CurrentAmbient.setGain(0.8);
// }
//
// g_CurrentMusic = new Sound(getRandomPeaceTrack());
// if (g_CurrentMusic)
// {
// g_CurrentMusic.loop();
// g_CurrentMusic.fade(0.0, g_MusicGain, 10.0);
// }
//}
//
//function switchMusic(track, fadeInPeriod, isLooping)
//{
// if (g_CurrentMusic)
// g_CurrentMusic.fade(-1, 0.0, 5.0);
//
// g_CurrentMusic = new Sound(MUSIC_PATH + track + ".ogg");
//
// if (g_CurrentMusic)
// {
// if (isLooping)
// g_CurrentMusic.loop();
// else
// g_CurrentMusic.play();
//
// if (fadeInPeriod)
// g_CurrentMusic.fade(0.0, g_MusicGain, fadeInPeriod);
// }
//}
//
//function stopSound()
//{
// stopMusic();
// stopAmbient();
//}
//
//function stopMusic()
//{
// if (g_CurrentMusic)
// {
// g_CurrentMusic.fade(-1, 0.0, 5.0);
// g_CurrentMusic = null;
// }
//}
//
//function stopAmbient()
//{
// if (g_CurrentAmbient)
// {
// g_CurrentAmbient.fade(-1, 0.0, 5.0);
// g_CurrentAmbient = null;
// }
//}