Started work on StardewSymphonyRemastered. New features, more options, and a UI are in the works.

This commit is contained in:
2018-01-23 01:54:08 -08:00
parent efe185e76d
commit 1cd732cf4e
18 changed files with 1169 additions and 1 deletions

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Omegasis.StardewSymphony.Framework.SongsProcessor
{
public class MusicPack
{
public MusicPackMetaData musicPackInformation;
public List<Song> listOfAllSongs;
public MusicPack(string Name,string pathToFiles)
{
string extentionInformation = Path.GetExtension(pathToFiles);
if (extentionInformation==".xwb") {
this.musicPackInformation = new MusicPackMetaData(Name,pathToFiles);
}
else
{
this.musicPackInformation = new MusicPackMetaData(Name);
this.getAllWavFileFromDirectory();
}
}
public void getAllWavFileFromDirectory()
{
string[] files = System.IO.Directory.GetFiles(musicPackInformation.fileLocation, "*.wav");
foreach(var s in files)
{
Song song = new Song(Path.GetFileName(musicPackInformation.fileLocation), s, false);
this.listOfAllSongs.Add(song);
}
}
public void playSong(string name)
{
Song song = returnSong(name);
if (song != null)
{
song.play();
}
}
public void stopSong(string name)
{
Song song = returnSong(name);
if (song != null)
{
song.stop();
}
}
public void resumeSong(string name)
{
Song song = returnSong(name);
if (song != null)
{
song.resume();
}
}
public void pauseSong(string name)
{
Song song = returnSong(name);
if (song != null)
{
song.pause();
}
}
public void changeVolume(string name,float amount)
{
Song song = returnSong(name);
if (song != null)
{
song.changeVolume(amount);
}
}
/// <summary>
/// Get's the song from the list.
/// </summary>
/// <param name="Name"></param>
/// <returns></returns>
public Song returnSong(string Name)
{
return listOfAllSongs.Find(item => item.name == Name);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Omegasis.StardewSymphony.Framework.SongsProcessor
{
public class MusicPackMetaData
{
public string name;
public string fileLocation;
public bool xwbWavePack;
/// <summary>
/// Constructor for non-xwb music packs
/// </summary>
/// <param name="name"></param>
public MusicPackMetaData(string name)
{
this.name = name;
this.xwbWavePack = false;
}
/// <summary>
/// Constructor for xnb music packs
/// </summary>
/// <param name="name"></param>
/// <param name="fileLocation"></param>
public MusicPackMetaData(string name,string fileLocation)
{
this.name = name;
this.fileLocation = fileLocation;
this.xwbWavePack = true;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Omegasis.StardewSymphony.Framework.SongsProcessor
{
public class Song
{
public string name;
public string fileLocation;
public bool existsInMusicXNBFile;
public DynamicSoundEffectInstance dynamicSound;
public int position;
public int count;
public byte[] byteArray;
public EventHandler<EventArgs> bufferHandler;
public SongsProcessor.SongState songState;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="Name">Name of the song.</param>
/// <param name="FileLocation">Path to the song.</param>
/// <param name="ExistsInXNBWavePack">Checks if this song comes from a .xwb file or a .wav file.</param>
public Song(string Name, string FileLocation, bool ExistsInXNBWavePack)
{
this.name = Name;
this.fileLocation = FileLocation;
this.existsInMusicXNBFile = ExistsInXNBWavePack;
}
/// <summary>
/// Load the song from the path so that we can stream it.
/// </summary>
/// <returns></returns>
public DynamicSoundEffectInstance loadSongIntoStream()
{
System.IO.Stream waveFileStream = TitleContainer.OpenStream(this.fileLocation);
BinaryReader reader = new BinaryReader(waveFileStream);
int chunkID = reader.ReadInt32();
int fileSize = reader.ReadInt32();
int riffType = reader.ReadInt32();
int fmtID = reader.ReadInt32();
int fmtSize = reader.ReadInt32();
int fmtCode = reader.ReadInt16();
int channels = reader.ReadInt16();
int sampleRate = reader.ReadInt32();
int fmtAvgBPS = reader.ReadInt32();
int fmtBlockAlign = reader.ReadInt16();
int bitDepth = reader.ReadInt16();
if (fmtSize == 18)
{
// Read any extra values
int fmtExtraSize = reader.ReadInt16();
reader.ReadBytes(fmtExtraSize);
}
int dataID = reader.ReadInt32();
int dataSize = reader.ReadInt32();
byteArray = reader.ReadBytes(dataSize);
dynamicSound = new DynamicSoundEffectInstance(sampleRate, (AudioChannels)channels);
count = dynamicSound.GetSampleSizeInBytes(TimeSpan.FromMilliseconds(100));
bufferHandler= new EventHandler<EventArgs>(DynamicSound_BufferNeeded);
dynamicSound.BufferNeeded += bufferHandler;
return this.dynamicSound;
}
/// <summary>
/// Null the song out so that we can remove it from memory and switch to another song???
/// </summary>
public void unloadSongFromStream()
{
dynamicSound.Stop();
dynamicSound.BufferNeeded -= bufferHandler;
dynamicSound = null;
}
/// <summary>
/// Taken from an example. I'm sure this is necessary to keep streaming the audio.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
void DynamicSound_BufferNeeded(object sender, EventArgs e)
{
dynamicSound.SubmitBuffer(byteArray, position, count / 2);
dynamicSound.SubmitBuffer(byteArray, position + count / 2, count / 2);
position += count;
if (position + count > byteArray.Length)
{
position = 0;
}
}
/// <summary>
/// Stop the currently playing song.
/// </summary>
public void stop()
{
if (this.dynamicSound != null)
{
if(this.songState==SongState.Playing || this.songState == SongState.Paused)
{
this.dynamicSound.Stop();
this.songState = SongState.Stopped;
}
}
}
/// <summary>
/// Plays the current song.
/// </summary>
public void play()
{
if (this.dynamicSound != null)
{
if (getSongState() == SongState.Stopped || getSongState() == SongState.Paused)
{
this.dynamicSound.Play();
this.songState = SongState.Playing;
}
}
}
/// <summary>
/// Resume the current song from being paused.
/// </summary>
public void resume()
{
if (this.dynamicSound != null)
{
if (getSongState() == SongState.Stopped || getSongState() == SongState.Paused)
{
this.dynamicSound.Resume();
this.songState = SongState.Playing;
}
}
}
/// <summary>
/// Pauses the current song.
/// </summary>
public void pause()
{
if (getSongState() == SongState.Playing || getSongState() == SongState.Stopped)
{
this.dynamicSound.Pause();
this.songState = SongState.Paused;
}
}
/// <summary>
/// Changes the volume of the song playing.
/// </summary>
/// <param name="newVolumeAmount"></param>
public void changeVolume(float newVolumeAmount)
{
if (this.dynamicSound != null)
{
this.dynamicSound.Volume = newVolumeAmount;
}
}
/// <summary>
/// Returns the state of the song so that users know if the song is playing, stopped, or paused.
/// </summary>
/// <returns></returns>
public SongState getSongState()
{
return this.songState;
}
/// <summary>
/// Checks if the song is playing or not.
/// </summary>
/// <returns></returns>
public bool isPlaying()
{
if (getSongState() == SongState.Playing) return true;
else return false;
}
/// <summary>
/// Checks is the song is paused or not.
/// </summary>
/// <returns></returns>
public bool isPaused()
{
if (getSongState() == SongState.Paused) return true;
else return false;
}
/// <summary>
/// Checks if the song is stopped or not.
/// </summary>
/// <returns></returns>
public bool isStopped()
{
if (getSongState() == SongState.Stopped) return true;
else return false;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Omegasis.StardewSymphony.Framework.SongsProcessor
{
public enum SongState
{
/// <summary>The song is currently playing.</summary>
Playing,
/// <summary>The song is currently paused.</summary>
Paused,
/// <summary>The song is currently stopped.</summary>
Stopped
}
}

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@ -154,7 +154,7 @@ namespace Omegasis.StardewSymphony
}
// init sound
this.HexProcessor.ProcessHex();
this.HexProcessor.ProcessHex(); //Get all of the songs from the music packs.
this.SelectMusic();
}

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@ -40,6 +40,11 @@
<Link>Properties\GlobalAssemblyInfo.cs</Link>
</Compile>
<Compile Include="Framework\ModConfig.cs" />
<Compile Include="Framework\SongsProcessor\MusicPack.cs" />
<Compile Include="Framework\SongsProcessor\MusicPackMetaData.cs" />
<Compile Include="Framework\SongsProcessor\Song.cs" />
<Compile Include="Framework\SongsProcessor\SongState.cs" />
<Compile Include="Framework\SongsProcessor\WaveFile.cs" />
<Compile Include="StardewSymphony.cs" />
<Compile Include="Framework\MusicHexProcessor.cs" />
<Compile Include="Framework\MusicManager.cs" />

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 14 for Windows Desktop
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewSymphonyRemastered", "StardewSymphonyRemastered\StardewSymphonyRemastered.csproj", "{19F64B03-6A9B-49E1-854A-C05D5A014646}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{19F64B03-6A9B-49E1-854A-C05D5A014646}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{19F64B03-6A9B-49E1-854A-C05D5A014646}.Debug|Any CPU.Build.0 = Debug|Any CPU
{19F64B03-6A9B-49E1-854A-C05D5A014646}.Release|Any CPU.ActiveCfg = Release|Any CPU
{19F64B03-6A9B-49E1-854A-C05D5A014646}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework.Audio;
using StardewModdingAPI;
using StardewValley;
namespace StardewSymphonyRemastered
{
/// <summary>
/// BIG WIP. Don't use this at all because it does nothing right now.
/// TODO:
/// 1.Make Xwb packs work
/// 2.Make stream files work
/// 2.5. Make Music Manager
/// 3.Make interface.
/// 4.Make sure stuff doesn't blow up.
/// 5.Release
/// 6.Make videos documenting how to make this mod work.
/// 7.Make way to generate new music packs.
/// </summary>
public class Class1 : Mod
{
public static WaveBank DefaultWaveBank;
public static SoundBank DefaultSoundBank;
public override void Entry(IModHelper helper)
{
DefaultSoundBank = Game1.soundBank;
DefaultWaveBank = Game1.waveBank;
StardewModdingAPI.Events.SaveEvents.AfterLoad += SaveEvents_AfterLoad;
}
/// <summary>
///
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void SaveEvents_AfterLoad(object sender, EventArgs e)
{
StardewSymphonyRemastered.Framework.SongSpecifics.addLocations();
StardewSymphonyRemastered.Framework.SongSpecifics.addFestivals();
StardewSymphonyRemastered.Framework.SongSpecifics.addEvents();
}
/// <summary>
/// Reset the music files for the game.
/// </summary>
public static void Reset()
{
Game1.waveBank = DefaultWaveBank;
Game1.soundBank = DefaultSoundBank;
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using StardewValley;
using StardewSymphonyRemastered.Framework;
namespace StardewSymphonyRemastered.Framework
{
public class MusicHexProcessor
{
/*********
** Properties
*********/
/// <summary>All of the music/soundbanks and their locations.</summary>
private readonly XwbMusicPack MasterList;
/// <summary>The registered soundbanks.</summary>
private readonly List<string> SoundBanks = new List<string>();
/// <summary>The callback to reset the game audio.</summary>
private readonly Action Reset;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="masterList">All of the music/soundbanks and their locations.</param>
/// <param name="reset">The callback to reset the game audio.</param>
public MusicHexProcessor(XwbMusicPack masterList, Action reset)
{
this.MasterList = masterList;
this.Reset = reset;
}
/// <summary>Add a file path to the list of soundbanks.</summary>
/// <param name="path">The soundbank file path.</param>
public void AddSoundBank(string path)
{
this.SoundBanks.Add(path);
}
public static List<string> ProcessSongNamesFromHex(XwbMusicPack musicPack, Action reset, string FileName)
{
int counter = 0;
List<string> cleanCueNames = new List<string>();
byte[] array = File.ReadAllBytes(FileName);
string rawName = FileName.Substring(0, FileName.Length - 4);
string cueName = rawName + "CueList.txt";
if (File.Exists(cueName))
{
string[] arr = File.ReadAllLines(cueName);
List<string> names = new List<string>();
foreach(var v in arr)
{
names.Add(v);
}
return names;
}
string hexDumpContents = HexDump(array);
string rawHexName = rawName + "HexDump.txt";
File.WriteAllText(rawHexName, hexDumpContents);
string[] readText = File.ReadAllLines(rawHexName);
string largeString = "";
foreach (var line in readText)
{
try
{
string newString = "";
for (int i = 62; i <= 77; i++)
newString += line[i];
largeString += newString;
}
catch { }
}
string[] splits = largeString.Split('ÿ');
string fix = "";
foreach (string s in splits)
{
if (s == "") continue;
fix += s;
}
splits = fix.Split('.');
foreach (var split in splits)
{
if (split == "") continue;
try
{
Game1.waveBank = musicPack.WaveBank;
Game1.soundBank = musicPack.SoundBank;
if (Game1.soundBank.GetCue(split) != null)
cleanCueNames.Add(split);
reset.Invoke();
}
catch { }
}
return cleanCueNames;
}
/*********
** Private methods
*********/
public static string HexDump(byte[] bytes, int bytesPerLine = 16)
{
if (bytes == null)
return "<null>";
int bytesLength = bytes.Length;
char[] hexChars = "0123456789ABCDEF".ToCharArray();
int firstHexColumn =
8 // 8 characters for the address
+ 3; // 3 spaces
int firstCharColumn = firstHexColumn
+ bytesPerLine * 3 // - 2 digit for the hexadecimal value and 1 space
+ (bytesPerLine - 1) / 8 // - 1 extra space every 8 characters from the 9th
+ 2; // 2 spaces
int lineLength = firstCharColumn
+ bytesPerLine // - characters to show the ascii value
+ Environment.NewLine.Length; // Carriage return and line feed (should normally be 2)
char[] line = (new String(' ', lineLength - 2) + Environment.NewLine).ToCharArray();
int expectedLines = (bytesLength + bytesPerLine - 1) / bytesPerLine;
StringBuilder result = new StringBuilder(expectedLines * lineLength);
for (int i = 0; i < bytesLength; i += bytesPerLine)
{
line[0] = hexChars[(i >> 28) & 0xF];
line[1] = hexChars[(i >> 24) & 0xF];
line[2] = hexChars[(i >> 20) & 0xF];
line[3] = hexChars[(i >> 16) & 0xF];
line[4] = hexChars[(i >> 12) & 0xF];
line[5] = hexChars[(i >> 8) & 0xF];
line[6] = hexChars[(i >> 4) & 0xF];
line[7] = hexChars[(i >> 0) & 0xF];
int hexColumn = firstHexColumn;
int charColumn = firstCharColumn;
for (int j = 0; j < bytesPerLine; j++)
{
if (j > 0 && (j & 7) == 0) hexColumn++;
if (i + j >= bytesLength)
{
line[hexColumn] = ' ';
line[hexColumn + 1] = ' ';
line[charColumn] = ' ';
}
else
{
byte b = bytes[i + j];
line[hexColumn] = hexChars[(b >> 4) & 0xF];
line[hexColumn + 1] = hexChars[b & 0xF];
line[charColumn] = GetAsciiSymbol(b);
}
hexColumn += 3;
charColumn++;
}
result.Append(line);
}
return result.ToString();
}
public static char GetAsciiSymbol(byte ch)
{
if (ch < 32) return '.'; // Non-printable ASCII
if (ch < 127) return (char)ch; // Normal ASCII
// Handle the hole in Latin-1
if (ch == 127) return '.';
if (ch < 0x90) return "€.‚ƒ„…†‡ˆ‰Š‹Œ.Ž."[ch & 0xF];
if (ch < 0xA0) return ".‘’“”•–—˜™š›œ.žŸ"[ch & 0xF];
if (ch == 0xAD) return '.'; // Soft hyphen: this symbol is zero-width even in monospace fonts
return (char)ch; // Normal Latin-1
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewSymphonyRemastered.Framework
{
/// <summary>
/// TODO: Make this manage all of the music.
/// </summary>
public class MusicManager
{
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewSymphonyRemastered.Framework
{
/// <summary>
/// A base class that xnb and wav packs will derive commonalities from.
/// </summary>
public class MusicPack
{
public string name;
public string directory;
public List<string> listOfSongs;
public virtual void playSong(string name)
{
}
public virtual void pauseSong(string name)
{
}
public virtual void stopSong(string name)
{
}
public virtual void returnSong(string name)
{
}
public virtual void loadMusicFiles()
{
}
}
}

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using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewSymphonyRemastered.Framework
{
/// <summary>
/// Stores information about what songs play when.
/// </summary>
public class SongSpecifics
{
Dictionary<string, List<string>> listOfSongsWithTriggers; //triggerName, <songs>
Dictionary<string, List<string>> eventSongs;
Dictionary<string, List<string>> festivalSongs;
public static List<string> locations = new List<string>();
public static List<string> festivals = new List<string>();
public static List<string> events = new List<string>();
string[] seasons;
string[] weather;
string[] daysOfWeek;
string[] timesOfDay;
char seperator = '_';
/// <summary>
/// Constructor.
/// </summary>
public SongSpecifics()
{
seasons = new string[]
{
"spring",
"summer",
"fall",
"winter"
};
weather = new string[]
{
"sunny",
"rainy",
"debris",
"lightning",
"festival",
"snow",
"wedding"
};
daysOfWeek = new string[]
{
"sunday",
"monday",
"tuesday",
"wednesday",
"thursday",
"friday",
"saturday"
};
timesOfDay = new string[]
{
"day",
"night"
};
listOfSongsWithTriggers = new Dictionary<string, List<string>>();
eventSongs = new Dictionary<string, List<string>>();
festivalSongs = new Dictionary<string, List<string>>();
this.addSongLists();
}
/// <summary>
/// Initialize the location lists with the names of all of the major locations in the game.
/// </summary>
public static void addLocations()
{
foreach(var v in Game1.locations)
{
locations.Add(v.name);
}
}
/// <summary>
/// TODO: Find a way to get all of the festivals in the game for this list. Perhapse have a way to check the season and day of the month and equivilate it to something.
/// Initialize list of festivals for the game.
/// </summary>
public static void addFestivals()
{
//Do some logic for festivals here.
}
/// <summary>
/// Add a specific new festival to the list
/// </summary>
public static void addFestival(string name)
{
festivals.Add(name);
}
/// <summary>
/// TODO: Get a list of all of the vanilla events in the game. But how to determine what event is playing is the question.
/// </summary>
/// <param name="name"></param>
public static void addEvents()
{
//Do some logic here
}
/// <summary>
/// TODO: Custom way to add in event to hijack music.
/// </summary>
/// <param name="name"></param>
public static void addEvent(string name)
{
//Do some logic here
}
/// <summary>
/// Add a location to the loctaion list.
/// </summary>
/// <param name="name"></param>
public static void addLocation(string name)
{
locations.Add(name);
}
/// <summary>
/// A pretty big function to add in all of the specific songs that play at certain locations_seasons_weather_dayOfWeek_times.
/// </summary>
public void addSongLists()
{
foreach (var loc in Game1.locations)
{
foreach (var season in seasons)
{
listOfSongsWithTriggers.Add(loc.name + seperator + season, new List<string>());
foreach(var Weather in weather)
{
listOfSongsWithTriggers.Add(loc.name + seperator + season + seperator + Weather, new List<string>());
foreach(var day in daysOfWeek)
{
listOfSongsWithTriggers.Add(loc.name + seperator + season + seperator + Weather + seperator + day, new List<string>());
foreach(var time in timesOfDay)
{
listOfSongsWithTriggers.Add(loc.name + seperator + season + seperator + Weather + seperator + day + seperator + time, new List<string>());
}
}
}
}
}
//Add in some default seasonal music because maybe a location doesn't have some music?
foreach (var season in seasons)
{
listOfSongsWithTriggers.Add(season, new List<string>());
foreach (var Weather in weather)
{
listOfSongsWithTriggers.Add( season + seperator + Weather, new List<string>());
foreach (var day in daysOfWeek)
{
listOfSongsWithTriggers.Add(season + seperator + Weather + seperator + day, new List<string>());
foreach (var time in timesOfDay)
{
listOfSongsWithTriggers.Add(season + seperator + Weather + seperator + day + seperator + time, new List<string>());
}
}
}
}
}
/// <summary>
/// TODO: Add functionality for events and festivals
/// Sum up some conditionals to parse the correct string key to access the songs list.
/// </summary>
/// <returns></returns>
public string getCurrentConditionalString()
{
string key = "";
if (Game1.eventUp == true)
{
//Get the event id an hijack it with some different music
}
else if (Game1.isFestival())
{
//hijack the name of the festival and load some different songs
}
/*
else if (Game1.eventUp == false && Game1.isFestival() == false && Game1.currentSpeaker != null)
{
//get the speaker's name and play their theme song?
}
*/
else
{
key = getLocationString()+seperator+ getSeasonNameString() + seperator + getWeatherString() + seperator + getDayOfWeekString() + seperator + getTimeOfDayString();
}
return key;
}
/// <summary>
/// Get the name of the day of the week from what game day it is.
/// </summary>
/// <returns></returns>
public static string getDayOfWeekString()
{
int day = Game1.dayOfMonth;
int dayOfWeek = day % 7;
if (dayOfWeek == 0)
{
return "sunday";
}
if (dayOfWeek == 1)
{
return "monday";
}
if (dayOfWeek == 2)
{
return "tuesday";
}
if (dayOfWeek == 3)
{
return "wednesday";
}
if (dayOfWeek == 4)
{
return "thursday";
}
if (dayOfWeek == 5)
{
return "friday";
}
if (dayOfWeek == 6)
{
return "saturday";
}
return "";
}
/// <summary>
/// Get the name of the current season
/// </summary>
/// <returns></returns>
public static string getSeasonNameString()
{
return Game1.currentSeason.ToLower();
}
/// <summary>
/// Get the name for the current weather outside.
/// </summary>
/// <returns></returns>
public static string getWeatherString()
{
if (Game1.weatherIcon == Game1.weather_sunny) return "sunny";
if (Game1.weatherIcon == Game1.weather_rain) return "rainy";
if (Game1.weatherIcon == Game1.weather_debris) return "debris";
if (Game1.weatherIcon == Game1.weather_lightning) return "lightning";
if (Game1.weatherIcon == Game1.weather_festival) return "festival";
if (Game1.weatherIcon == Game1.weather_snow) return "snow";
if (Game1.weatherIcon == Game1.weather_wedding) return "wedding";
return "";
}
/// <summary>
/// Get the name for the time of day that it currently is.
/// </summary>
/// <returns></returns>
public static string getTimeOfDayString()
{
if (Game1.timeOfDay< Game1.getModeratelyDarkTime()) return "day";
else return "night";
}
/// <summary>
/// Get the name of the location of where I am at.
/// </summary>
/// <returns></returns>
public static string getLocationString()
{
return Game1.currentLocation.name;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewSymphonyRemastered.Framework
{
/// <summary>
/// TODO: Make this class
/// </summary>
class WavMusicPack : MusicPack
{
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewSymphonyRemastered.Framework
{
/// <summary>
/// TODO: Make this work and add in overrided functions.
/// </summary>
public class XwbMusicPack: MusicPack
{
public Microsoft.Xna.Framework.Audio.WaveBank WaveBank;
public Microsoft.Xna.Framework.Audio.SoundBank SoundBank;
public StardewSymphonyRemastered.Framework.SongSpecifics songInformation;
public string XWBPath;
public XwbMusicPack(string name, string directoryToXwb,string pathToXWB)
{
this.name = name;
this.directory = directoryToXwb;
this.XWBPath = pathToXWB;
this.songInformation = new SongSpecifics();
}
public override void loadMusicFiles()
{
this.listOfSongs=StardewSymphonyRemastered.Framework.MusicHexProcessor.ProcessSongNamesFromHex(this,Class1.Reset,this.XWBPath);
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("StardewSymphonyRemastered")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("StardewSymphonyRemastered")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("19f64b03-6a9b-49e1-854a-c05d5a014646")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{19F64B03-6A9B-49E1-854A-C05D5A014646}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>StardewSymphonyRemastered</RootNamespace>
<AssemblyName>StardewSymphonyRemastered</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Class1.cs" />
<Compile Include="Framework\MusicHexProcessor.cs" />
<Compile Include="Framework\MusicManager.cs" />
<Compile Include="Framework\MusicPack.cs" />
<Compile Include="Framework\SongSpecifics.cs" />
<Compile Include="Framework\WavMusicPack.cs" />
<Compile Include="Framework\XwbMusicPack.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
</Target>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Pathoschild.Stardew.ModBuildConfig" version="2.0.2" targetFramework="net45" />
</packages>