// SoundLoop Stardew Valley Mod // Copyright (C) 2022 strelkasaur // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . using System; using Microsoft.Xna.Framework; using StardewModdingAPI; using StardewModdingAPI.Events; using StardewModdingAPI.Utilities; using StardewValley; using StardewValley.Locations; namespace SoundLoopMod { public class ModEntry : Mod { public override void Entry(IModHelper helper) { helper.Events.GameLoop.OneSecondUpdateTicking += this.CheckMusicNeedsRestarting; helper.Events.Player.Warped += this.ResetMusicSecretWoods; } private const string WoodsName = "Woods"; private void CheckMusicNeedsRestarting(object? sender, OneSecondUpdateTickingEventArgs e) { // Don't do anything if we're at the title screen if (!Context.IsWorldReady) return; // Music won't play again in the mines if this timestamp is lower than 150000. Set to some arbitrary large value. // The skull cavern is considered an extension of the mines, so this should affect that as well. MineShaft.timeSinceLastMusic = 999999; // Avoid playing morning song in the mines etc. if (!Game1.currentLocation.IsOutdoors) return; // The game keeps trying to stop the music if it's dark. We won't fight it for now if (Game1.isDarkOut()) return; // Don't start music while on the bus // shouldHideCharacters seems to only be used for the bus, seems to be the nicest way to get this info if (Game1.currentLocation.shouldHideCharacters()) return; // Be extra-safe about not doing anything during an event (to protect the special cases below) if (Game1.eventUp) return; // Seems to be safe to touch the current song, check if it has finished if (Game1.currentSong == null || Game1.currentSong.IsStopped || Game1.requestedMusicTrack.ToLower().Contains("ambient")) { if (Game1.currentLocation.Name == WoodsName) { // The music for the secret woods is a bit of a special case. Game1.changeMusicTrack("woodsTheme"); } else { // General case, let the game figure out what song to play. Game1.playMorningSong(); } this.Monitor.Log("Restarted music"); } } private void ResetMusicSecretWoods(object? sender, WarpedEventArgs e) { // The game won't touch the music when entering the woods after 1800, causing the previously playing // music to keep playing. Hence we stop it and let CheckMusicNeedsRestarting play the woods theme. // However, after dark, let it keep playing the ambient night sound. if (e.IsLocalPlayer && e.NewLocation.Name == WoodsName && !Game1.isDarkOut()) { Game1.changeMusicTrack("none"); } } } }