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# Changelog
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# Changelog
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## [1.0.1] - 2022-07-27
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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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@ -30,19 +30,13 @@ namespace SoundLoopMod
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public override void Entry(IModHelper helper)
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public override void Entry(IModHelper helper)
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{
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{
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helper.Events.GameLoop.OneSecondUpdateTicking += this.CheckMusicNeedsRestarting;
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helper.Events.GameLoop.OneSecondUpdateTicking += this.CheckMusicNeedsRestarting;
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helper.Events.Player.Warped += this.ResetMusicSecretWoods;
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}
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}
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private const string WoodsName = "Woods";
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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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@ -53,41 +47,11 @@ namespace SoundLoopMod
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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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if (Game1.currentLocation.Name == WoodsName)
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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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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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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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private void ResetMusicSecretWoods(object? sender, WarpedEventArgs e)
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{
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// The game won't touch the music when entering the woods after 1800, causing the previously playing
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// music to keep playing. Hence we stop it and let CheckMusicNeedsRestarting play the woods theme.
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// However, after dark, let it keep playing the ambient night sound.
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if (e.IsLocalPlayer && e.NewLocation.Name == WoodsName && !Game1.isDarkOut())
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{
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Game1.changeMusicTrack("none");
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}
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}
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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": "1.0.1",
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"Version": "1.0.0",
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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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