Handle looping correctly for the woods and the bus
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# Changelog
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# Changelog
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## Unreleased
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### Fixed
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- Don't try to restart the music while on the bus.
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- Handle the specific secret woods case; play it's specific song instead of the generic seasonal.
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## [1.0.0] - 2022-07-26
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## [1.0.0] - 2022-07-26
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### Added
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### Added
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- Restart in-game "morning" song when it is not playing and player is outside.
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- Restart in-game "morning" song when it is not playing and player is outside.
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@ -34,9 +34,12 @@ namespace SoundLoopMod
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private void CheckMusicNeedsRestarting(object? sender, OneSecondUpdateTickingEventArgs e)
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private void CheckMusicNeedsRestarting(object? sender, OneSecondUpdateTickingEventArgs e)
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{
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{
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// Don't do anything if we're at the title screen
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if (!Context.IsWorldReady)
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if (!Context.IsWorldReady)
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return;
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return;
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// Music won't play again in the mines if this timestamp is lower than 150000. Set to some arbitrary large value.
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// The skull cavern is considered an extension of the mines, so this should affect that as well.
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MineShaft.timeSinceLastMusic = 999999;
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MineShaft.timeSinceLastMusic = 999999;
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// Avoid playing morning song in the mines etc.
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// Avoid playing morning song in the mines etc.
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@ -46,10 +49,34 @@ namespace SoundLoopMod
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// The game keeps trying to stop the music if it's dark. We won't fight it for now
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// The game keeps trying to stop the music if it's dark. We won't fight it for now
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if (Game1.isDarkOut())
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if (Game1.isDarkOut())
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return;
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return;
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// Don't start music while on the bus
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// shouldHideCharacters seems to only be used for the bus, seems to be the nicest way to get this info
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if (Game1.currentLocation.shouldHideCharacters())
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return;
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// Be extra-safe about not doing anything during an event (to protect the special cases below)
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if (Game1.eventUp)
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return;
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// Seems to be safe to touch the current song, check if it has finished
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if (Game1.currentSong == null || Game1.currentSong.IsStopped || Game1.requestedMusicTrack.ToLower().Contains("ambient"))
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if (Game1.currentSong == null || Game1.currentSong.IsStopped || Game1.requestedMusicTrack.ToLower().Contains("ambient"))
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{
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{
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Game1.playMorningSong();
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if (Game1.currentLocation.Name == "Woods")
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{
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// The music for the secret woods is a bit of a special case.
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// Handle this in a way similar to the game when entering the woods.
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// The game doesn't start the woods song after 1800, do the same here
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if (Game1.timeOfDay >= 1800)
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return;
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Game1.changeMusicTrack("woodsTheme");
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}
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else
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{
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// General case, let the game figure out what song to play.
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Game1.playMorningSong();
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}
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this.Monitor.Log("Restarted music");
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this.Monitor.Log("Restarted music");
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}
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}
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}
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}
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@ -1,7 +1,7 @@
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{
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{
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"Name": "SoundLoop Mod",
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"Name": "SoundLoop Mod",
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"Author": "strelkasaur",
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"Author": "strelkasaur",
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"Version": "1.0.0",
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"Version": "1.0.1-beta1",
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"Description": "Loops the in-game music",
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"Description": "Loops the in-game music",
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"UniqueID": "com.strelkasaurus.sm.soundloop",
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"UniqueID": "com.strelkasaurus.sm.soundloop",
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"EntryDll": "SoundLoopMod.dll",
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"EntryDll": "SoundLoopMod.dll",
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