static int num_music_noconf = 0;
static int stereo_volume[SOUND_MAX_LEFT2RIGHT + 1];
+static char *currently_playing_music_filename = NULL;
+
/* ========================================================================= */
/* THE STUFF BELOW IS ONLY USED BY THE SOUND SERVER CHILD PROCESS */
if (mixer[audio.music_channel].type != MUS_TYPE_WAV)
{
- /* Mix_VolumeMusic() must be called _after_ Mix_PlayMusic() --
- this looks like a bug in the SDL_mixer library */
- Mix_PlayMusic(mixer[audio.music_channel].data_ptr, -1);
+ // use short fade-in to prevent "plop" sound for certain music files
+ // (this may happen when switching on music while playing the game)
Mix_VolumeMusic(mixer[audio.music_channel].volume);
+ Mix_FadeInMusic(mixer[audio.music_channel].data_ptr, -1, 100);
}
}
Mixer_StopChannel(audio.music_channel);
Mix_HaltMusic();
+
+ setString(¤tly_playing_music_filename, NULL);
}
static void Mixer_FadeChannel(int channel)
Mixer_FadeChannel(audio.music_channel);
Mix_FadeOutMusic(SOUND_FADING_INTERVAL);
+
+ setString(¤tly_playing_music_filename, NULL);
}
static void Mixer_UnFadeChannel(int channel)
mixer[audio.music_channel] = snd_ctrl;
Mixer_PlayMusicChannel();
+ setString(¤tly_playing_music_filename,
+ getBaseNamePtr(snd_info->source_filename));
+
return;
}
return mus_info[list_pos];
}
+char *getCurrentlyPlayingMusicFilename()
+{
+ return currently_playing_music_filename;
+}
+
int getSoundListPropertyMappingSize()
{
return sound_info->num_property_mapping_entries;