//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 = "Victory_Track"; // ///* // * 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; // } //}