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

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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",
BATTLE: "battle",
VICTORY: "victory",
DEFEAT: "defeat"
};
this.resetTracks();
this.states = {
OFF : 0,
MENU : 1,
PEACE : 2,
BATTLE : 3,
VICTORY : 4,
DEFEAT : 5
};
this.musicGain = 0.3;
this.currentState = 0;
this.oldState = 0;
// timer for delay between tracks
this.timer = [];
this.time = Date.now();
}
Music.prototype.resetTracks = function()
{
this.tracks = {
MENU: ["Honor_Bound.ogg"],
PEACE: [],
BATTLE: ["Taiko_1.ogg", "Taiko_2.ogg"],
VICTORY : ["You_are_Victorious!.ogg"],
DEFEAT : ["Dried_Tears.ogg"]
};
};
// "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:
Engine.StopMusic();
break;
case this.states.MENU:
this.switchMusic(this.getRandomTrack(this.tracks.MENU), 0.0, true);
break;
case this.states.PEACE:
this.startPlayList(this.tracks.PEACE, 3.0, true);
break;
case this.states.BATTLE:
this.startPlayList(this.tracks.BATTLE, 2.0, true);
break;
case this.states.VICTORY:
this.startPlayList(this.tracks.VICTORY, 2.0, true);
break;
case this.states.DEFEAT:
this.startPlayList(this.tracks.DEFEAT, 2.0, true);
break;
default:
warn(sprintf("%(functionName)s: Unknown music state: %(state)s", { functionName: "Music.updateState()", state: this.currentState }));
break;
}
}
};
Music.prototype.storeTracks = function(civMusic)
{
this.resetTracks();
for each (var music in civMusic)
{
var type = undefined;
for (var i in this.MUSIC)
{
if (music.Type == this.MUSIC[i])
{
type = i;
break;
}
}
if (type === undefined)
{
warn(sprintf("%(functionName)s: Unrecognized music type: %(musicType)s", { functionName: "Music.storeTracks()", musicType: music.Type }));
continue;
}
this.tracks[type].push(music.File);
}
};
Music.prototype.getRandomTrack = function(tracks)
{
return tracks[getRandom(0, tracks.length-1)];
};
Music.prototype.startPlayList = function(tracks, fadeInPeriod, isLooping)
{
Engine.ClearPlaylist();
for (var i in tracks)
{
Engine.AddPlaylistItem( this.RELATIVE_MUSIC_PATH + tracks[i] );
}
Engine.StartPlaylist(isLooping);
};
Music.prototype.switchMusic = function(track, fadeInPeriod, isLooping)
{
Engine.ClearPlaylist();
Engine.AddPlaylistItem( this.RELATIVE_MUSIC_PATH + track );
Engine.StartPlaylist(isLooping);
};
Music.prototype.isPlaying = function()
{
return Engine.MusicPlaying();
};
Music.prototype.start = function()
{
Engine.StartMusic();
this.setState(this.states.PEACE);
};
Music.prototype.stop = function()
{
this.setState(this.states.OFF);
};