Merge pull request #148 from mad-s/master
Make music pitch and speed go down on fail (like in osu!)
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af0d3b8c56
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@ -237,6 +237,15 @@ public class MusicController {
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player.fade(duration, 0f, true);
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}
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/**
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* Fades out the pitch (and speed) of the track.
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* @param duration the pitch fade time (in ms)
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*/
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public static void pitchFadeOut(int duration) {
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if (isPlaying())
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player.pitchFade(duration, 0f);
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}
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/**
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* Returns the position in the current track, in milliseconds.
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* If no track is loaded, 0 will be returned.
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@ -316,7 +325,7 @@ public class MusicController {
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* @param pitch the new pitch
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*/
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public static void setPitch(float pitch) {
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SoundStore.get().setMusicPitch(pitch);
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player.setPitch(pitch);
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}
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/**
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@ -1262,9 +1262,6 @@ public class Game extends BasicGameState {
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// replays
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if (isReplay)
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GameMod.loadModState(previousMods);
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// reset playback speed
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MusicController.setPitch(1f);
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}
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/**
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@ -48,7 +48,7 @@ import org.newdawn.slick.state.transition.FadeOutTransition;
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*/
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public class GamePauseMenu extends BasicGameState {
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/** Music fade-out time, in milliseconds. */
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private static final int FADEOUT_TIME = 1000;
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private static final int FADEOUT_TIME = 2000;
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/** Track position when the pause menu was loaded (for FADEOUT_TIME). */
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private long pauseStartTime;
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@ -207,6 +207,7 @@ public class GamePauseMenu extends BasicGameState {
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pauseStartTime = System.currentTimeMillis();
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if (gameState.getRestart() == Game.Restart.LOSE) {
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MusicController.fadeOut(FADEOUT_TIME);
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MusicController.pitchFadeOut(FADEOUT_TIME);
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SoundController.playSound(SoundEffect.FAIL);
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} else
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MusicController.pause();
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@ -215,6 +216,13 @@ public class GamePauseMenu extends BasicGameState {
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backButton.resetHover();
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}
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@Override
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public void leave(GameContainer container, StateBasedGame game)
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throws SlickException {
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// reset pitch fade out
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MusicController.pitchFadeOut(0);
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}
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/**
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* Loads all game pause/fail menu images.
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*/
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@ -1118,6 +1118,7 @@ public class SongMenu extends BasicGameState {
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else if (resetTrack) {
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MusicController.pause();
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MusicController.playAt(MusicController.getBeatmap().previewTime, true);
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MusicController.setPitch(1.0f);
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resetTrack = false;
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}
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@ -99,6 +99,18 @@ public class Music {
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/** The position that was requested */
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private float requiredPosition = -1;
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/** The pitch of this music */
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private float pitch = 1.0f;
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/** Start pitch for fading pitch */
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private float pitchStart;
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/** End pitch for fading pitch */
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private float pitchEnd;
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/** Countdown for fading pitch */
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private int pitchTime;
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/** Duration for fading pitch */
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private int pitchDuration;
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/**
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* Create and load a piece of music (either OGG or MOD/XM)
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*
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@ -313,6 +325,7 @@ public class Music {
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currentMusic = this;
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sound.playAsMusic(pitch, volume, loop);
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setVolume(volume);
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setPitch(pitch);
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if (requiredPosition != -1) {
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setPosition(requiredPosition);
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}
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@ -373,6 +386,17 @@ public class Music {
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SoundStore.get().setCurrentMusicVolume(volume);
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}
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}
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/**
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* Set the pitch of the music as a factor of it's normal pitch
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*
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* @param pitch The pitch to play music at.
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*/
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public void setPitch(float pitch) {
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this.pitch = pitch;
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if (currentMusic == this) {
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SoundStore.get().setMusicPitch(pitch);
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}
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}
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/**
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* Get the individual volume of the music
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@ -397,6 +421,19 @@ public class Music {
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fadeTime = duration;
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}
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/**
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* Fade the pitch and speed of this music to the pitch specified
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*
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* @param duration Pitch fade time in milliseconds
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* @param endPitch The target pitch (and speed)
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*/
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public void pitchFade (int duration, float endPitch) {
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pitchStart = pitch;
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pitchEnd = endPitch;
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pitchDuration = duration;
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pitchTime = duration;
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}
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/**
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* Update the current music applying any effects that need to updated per
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* tick.
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@ -408,6 +445,14 @@ public class Music {
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return;
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}
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if (pitchTime > 0) {
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pitchTime -= delta;
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if (pitchTime < 0) {
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pitchTime = 0;
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}
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float offset = (pitchEnd - pitchStart) * (1 - (pitchTime / (float)pitchDuration));
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setPitch(pitchStart + offset);
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}
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if (fadeTime > 0) {
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fadeTime -= delta;
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if (fadeTime < 0) {
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