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

218 lines
4.7 KiB
JavaScript

function initMusic()
{
// Probably will need to put this in a place where it won't get
// reinitialized after every match. Otherwise, it will not remember
// the current track
// Might need to use pregame for that sort of setup and move all the
// menu stuff to a main_menu page
if (!global.music)
global.music = new Music();
}
// =============================================================================
// Music class for handling music states (requires onTick)
// =============================================================================
function Music()
{
this.reference = this;
this.RELATIVE_MUSIC_PATH = "audio/music/";
this.MUSIC_PEACE = "peace";
this.MUSIC_BATTLE = "battle";
this.tracks = {
MAIN_MENU_TRACK : "main_menu.ogg",
VICTORY_TRACK : "win_1.ogg",
DEFEAT_TRACK : "gen_loss_track.ogg",
DEFEAT_CUE_TRACK : "gen_loss_cue.ogg"
};
this.states = {
OFF : 0,
MENU : 1,
PEACE : 2,
BATTLE : 3,
VICTORY :4,
DEFEAT : 5,
DEFEAT_CUE : 6
};
this.musicGain = 0.3;
this.peaceTracks = [];
this.battleTracks = [];
this.currentState = 0;
this.oldState = 0;
this.currentMusic = null;
// timer for delay between tracks
this.timer = [];
this.time = Date.now();
}
// "reference" refers to this instance of Music (needed if called from the timer)
Music.prototype.setState = function(state)
{
this.reference.currentState = state;
this.updateState();
};
Music.prototype.updateState = function()
{
if (this.currentState != this.oldState)
{
this.oldState = this.currentState;
switch (this.currentState)
{
case this.states.OFF:
if (this.isPlaying())
{
this.currentMusic.fade(-1, 0.0, 3.0);
this.currentMusic = null;
}
break;
case this.states.MENU:
this.switchMusic(this.tracks.MAIN_MENU_TRACK, 0.0, true);
break;
case this.states.PEACE:
this.switchMusic(this.getRandomPeaceTrack(), 3.0, true);
break;
case this.states.BATTLE:
this.switchMusic(this.getRandomBattleTrack(), 2.0, true);
break;
case this.states.VICTORY:
this.switchMusic(this.tracks.VICTORY_TRACK, 2.0, true);
break;
case this.states.DEFEAT:
this.switchMusic(this.tracks.DEFEAT_TRACK, 2.0, true);
break;
case this.states.DEFEAT_CUE:
this.switchMusic(this.tracks.DEFEAT_CUE_TRACK, 2.0, false);
this.setDelay(this.states.DEFEAT, 7000);
break;
default:
console.write("Unknown music state: " + this.currentState);
break;
}
}
};
Music.prototype.storeTracks = function(civMusic)
{
for each (var music in civMusic)
{
var type = music["Type"];
switch (type)
{
case this.MUSIC_PEACE:
this.peaceTracks.push(music["File"]);
break;
case this.MUSIC_BATTLE:
this.battleTracks.push(music["File"]);
break;
default:
console.write("Unrecognized music type: " + type);
break;
}
}
};
Music.prototype.getRandomPeaceTrack = function()
{
return this.peaceTracks[getRandom(0, this.peaceTracks.length-1)];
};
Music.prototype.getRandomBattleTrack = function()
{
return this.battleTracks[getRandom(0, this.battleTracks.length-1)];
};
Music.prototype.switchMusic = function(track, fadeInPeriod, isLooping)
{
if (this.currentMusic)
{
this.currentMusic.fade(-1, 0.0, 5.0);
this.currentMusic = null;
}
this.currentMusic = new Sound(this.RELATIVE_MUSIC_PATH + track);
if (this.currentMusic)
{
if (isLooping)
this.currentMusic.loop();
else
this.currentMusic.play();
if (fadeInPeriod)
this.currentMusic.fade(0.0, this.musicGain, fadeInPeriod);
}
};
Music.prototype.isPlaying = function()
{
if (!this.currentMusic)
return false;
// should return whether there is a valid handle; gain and fade do this also
// However, if looping is not set, then it always returns false because the
// handle is immediately cleared out
// return this.currentMusic.isPlaying();
return true;
};
Music.prototype.start = function()
{
this.setState(this.states.PEACE);
};
Music.prototype.stop = function()
{
this.setState(this.states.OFF);
};
// =============================================================================
// This allows for delays between tracks
// =============================================================================
Music.prototype.setDelay = function(state, delay)
{
this.timer = [this.time + delay, state];
};
Music.prototype.stopTimer = function()
{
this.timer = null;
};
// Needs to be called in onTick() to work
Music.prototype.updateTimer = function()
{
this.time = Date.now();
if (this.timer && (this.timer[0] <= this.time))
{
// Setting to OFF first guarantees that a state
// change will take place even if the current
// state is the same as the new state
this.reference.setState(this.states.OFF);
this.reference.setState(this.timer[1]);
this.stopTimer();
}
};