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--[[
-- music will get called with a string parameter indicating status
-- valid parameters:
-- load - game is loading
-- land - player landed
-- takeoff - player took off
-- combat - player just got a hostile onscreen
-- idle - current playing music ran out
]]--
last = "idle"
-- Faction-specific songs.
factional = {
Collective = { "collective1", "automat" },
Pirate = { "pirate1_theme1", "pirates_orchestra", "ambient4",
"terminal" },
Empire = { "empire1", "empire2"; add_neutral = true },
Sirius = { "sirius1", "sirius2"; add_neutral = true },
Dvaered = { "dvaered1", "dvaered2"; add_neutral = true },
["Za'lek"] = { "zalek1", "zalek2"; add_neutral = true },
Thurion = { "motherload", "dark_city", "ambient1", "ambient3" },
Proteron = { "heartofmachine", "imminent_threat", "ambient4" },
}
function choose( str )
-- Stores all the available sound types and their functions
choose_table = {
["load"] = choose_load,
["intro"] = choose_intro,
["credits"] = choose_credits,
["land"] = choose_land,
["takeoff"] = choose_takeoff,
["ambient"] = choose_ambient,
["combat"] = choose_combat
}
-- Don't change or play music if a mission or event doesn't want us to
if var.peek( "music_off" ) then
return
end
-- Allow restricting play of music until a song finishes
if var.peek( "music_wait" ) then
if music.isPlaying() then
return
else
var.pop( "music_wait" )
end
end
-- Means to only change song if needed
if str == nil then
str = "ambient"
end
-- If we are over idling then we do weird stuff
local changed = false
if str == "idle" and last ~= "idle" then
-- We'll play the same as last unless it was takeoff
if last == "takeoff" then
changed = choose_ambient()
else
changed = choose(last)
end
-- Normal case
else
changed = choose_table[ str ]()
end
if changed and str ~= "idle" then
last = str -- save the last string so we can use it
end
end
--[[
-- @brief Checks to see if a song is being played, if it is it stops it.
--
-- @return true if music is playing.
--]]
function checkIfPlayingOrStop( song )
if music.isPlaying() then
if music.current() ~= song then
music.stop()
end
return true
end
return false
end
--[[
-- @brief Play a song if it's not currently playing.
--]]
function playIfNotPlaying( song )
if checkIfPlayingOrStop( song ) then
return true
end
music.load( song )
music.play()
return true
end
--[[
-- @brief Chooses Loading songs.
--]]
function choose_load ()
return playIfNotPlaying( "machina" )
end
--[[
-- @brief Chooses Intro songs.
--]]
function choose_intro ()
return playIfNotPlaying( "intro" )
end
--[[
-- @brief Chooses Credit songs.
--]]
function choose_credits ()
return playIfNotPlaying( "empire1" )
end
--[[
-- @brief Chooses landing songs.
--]]
function choose_land ()
local pnt = planet.cur()
local class = pnt:class()
if class == "M" then
mus = { "agriculture" }
elseif class == "O" then
mus = { "ocean" }
elseif class == "P" then
mus = { "snow" }
else
if pnt:services()["inhabited"] then
mus = { "cosmostation", "upbeat" }
else
mus = { "agriculture" }
end
end
music.load( mus[ rnd.rnd(1, #mus) ] )
music.play()
return true
end
-- Takeoff songs
function choose_takeoff ()
-- No need to restart
if last == "takeoff" and music.isPlaying() then
return true
end
takeoff = { "liftoff", "launch2", "launch3chatstart" }
music.load( takeoff[ rnd.rnd(1,#takeoff) ])
music.play()
return true
end
-- Save old data
last_sysFaction = nil
last_sysNebuDens = nil
last_sysNebuVol = nil
ambient_neutral = { "ambient2", "mission",
"peace1", "peace2", "peace4", "peace6",
"void_sensor", "ambiphonic",
"ambient4", "terminal", "eureka",
"ambient2_5" }
--[[
-- @brief Chooses ambient songs.
--]]
function choose_ambient ()
local force = true
local add_neutral = false
-- Check to see if we want to update
if music.isPlaying() then
if last == "takeoff" then
return true
elseif last == "ambient" then
force = false
end
-- Get music information.
local songname, songpos = music.current()
-- Do not change songs so soon
if songpos < 10. then
music.delay( "ambient", 10. - songpos )
return false
end
end
-- Get information about the current system
local sys = system.cur()
local factions = sys:presences()
local nebu_dens, nebu_vol = sys:nebula()
local strongest = var.peek("music_ambient_force")
if strongest == nil then
if factions then
local strongest_amount = 0
for k, v in pairs( factions ) do
if v > strongest_amount then
strongest = k
strongest_amount = v
end
end
end
end
-- Check to see if changing faction zone
if strongest ~= last_sysFaction then
force = true
if force then
last_sysFaction = strongest
end
end
-- Check to see if entering nebula
local nebu = nebu_dens > 0
if nebu ~= last_sysNebuDens then
force = true
last_sysNebuDens = nebu
end
-- Must be forced
if force then
-- Choose the music, bias by faction first
local add_neutral = false
local neutral_prob = 0.6
if strongest ~= nil and factional[strongest] then
ambient = factional[strongest]
add_neutral = factional[strongest].add_neutral
elseif nebu then
ambient = { "ambient1", "ambient3" }
add_neutral = true
else
ambient = ambient_neutral
end
-- Clobber array with generic songs if allowed.
if add_neutral and rnd.rnd() < neutral_prob then
ambient = ambient_neutral
end
-- Make sure it's not already in the list or that we have to stop the
-- currently playing song.
if music.isPlaying() then
local cur = music.current()
for k,v in pairs(ambient) do
if cur == v then
return false
end
end
music.stop()
return true
end
-- Load music and play
local new_track = ambient[ rnd.rnd(1,#ambient) ]
-- Make it very unlikely (but not impossible) for the same music
-- to play twice
for i=1, 3 do
if new_track == last_track then
new_track = ambient[ rnd.rnd(1,#ambient) ]
else
break
end
end
last_track = new_track
music.load( new_track )
music.play()
return true
end
return false
end
-- Faction-specific combat songs
factional_combat = {
Collective = { "collective2", "galacticbattle", "battlesomething1", "combat3" },
Pirate = { "battlesomething2", "blackmoor_tides", add_neutral = true },
Empire = { "galacticbattle", "battlesomething2"; add_neutral = true },
Goddard = { "flf_battle1", "battlesomething1"; add_neutral = true },
Dvaered = { "flf_battle1", "battlesomething1", "battlesomething2"; add_neutral = true },
["FLF"] = { "flf_battle1", "battlesomething2"; add_neutral = true },
Frontier = { "flf_battle1"; add_neutral = true },
Sirius = { "galacticbattle", "battlesomething1"; add_neutral = true },
Soromid = { "galacticbattle", "battlesomething2"; add_neutral = true },
["Za'lek"] = { "collective2", "galacticbattle", "battlesomething1", add_neutral = true }
}
--[[
-- @brief Chooses battle songs.
--]]
function choose_combat ()
-- Get some data about the system
local sys = system.cur()
local nebu_dens, nebu_vol = sys:nebula()
local strongest = var.peek("music_combat_force")
if strongest == nil then
local presences = sys:presences()
if presences then
local strongest_amount = 0
for k, v in pairs( presences ) do
if faction.get(k):playerStanding() < 0 and v > strongest_amount then
strongest = k
strongest_amount = v
end
end
end
end
local nebu = nebu_dens > 0
if nebu then
combat = { "nebu_battle1", "nebu_battle2", "combat1", "combat2" }
else
combat = { "combat3", "combat1", "combat2" }
end
if factional_combat[strongest] then
if factional_combat[strongest].add_neutral then
for k, v in ipairs( factional_combat[strongest] ) do
combat[ #combat + 1 ] = v
end
else
combat = factional_combat[strongest]
end
end
-- Make sure it's not already in the list or that we have to stop the
-- currently playing song.
if music.isPlaying() then
local cur = music.current()
for k,v in pairs(combat) do
if cur == v then
return true
end
end
music.stop()
return true
end
local new_track = combat[ rnd.rnd(1,#combat) ]
-- Make it very unlikely (but not impossible) for the same music
-- to play twice
for i=1, 3 do
if new_track == last_track then
new_track = combat[ rnd.rnd(1,#combat) ]
else
break
end
end
last_track = new_track
music.load( new_track )
music.play()
return true
end
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