Just some summary tags to explain some functions.
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@ -17,9 +17,7 @@ namespace StardewSymphonyRemastered
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/// BIG WIP. Don't use this at all because it does nothing right now.
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/// BIG WIP. Don't use this at all because it does nothing right now.
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/// TODO:
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/// TODO:
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/// 1.Make Xwb packs work
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/// 1.Make Xwb packs work
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/// 1.5. Make way to load in music packs.
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/// 2.Make stream files work
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/// 2.Make stream files work
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/// 2.5. Make Music Manager
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/// 3.Make interface.
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/// 3.Make interface.
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/// 4.Make sure stuff doesn't blow up.
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/// 4.Make sure stuff doesn't blow up.
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/// 5.Release
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/// 5.Release
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@ -44,6 +42,10 @@ namespace StardewSymphonyRemastered
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public bool musicPacksInitialized;
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public bool musicPacksInitialized;
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/// <summary>
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/// Entry point for the mod.
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/// </summary>
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/// <param name="helper"></param>
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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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DefaultSoundBank = Game1.soundBank;
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DefaultSoundBank = Game1.soundBank;
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@ -67,6 +69,11 @@ namespace StardewSymphonyRemastered
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musicPacksInitialized = false;
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musicPacksInitialized = false;
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}
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}
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/// <summary>
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/// Raised every frame. Mainly used just to initiate the music packs. Probably not needed.
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void GameEvents_UpdateTick(object sender, EventArgs e)
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private void GameEvents_UpdateTick(object sender, EventArgs e)
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{
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{
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if (musicPacksInitialized == false)
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if (musicPacksInitialized == false)
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@ -76,6 +83,9 @@ namespace StardewSymphonyRemastered
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}
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}
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}
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}
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/// <summary>
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/// Load in the music packs to the music manager.
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/// </summary>
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public void initializeMusicPacks()
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public void initializeMusicPacks()
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{
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{
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//load in all packs here.
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//load in all packs here.
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@ -83,6 +93,9 @@ namespace StardewSymphonyRemastered
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loadWAVMusicPacks();
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loadWAVMusicPacks();
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}
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}
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/// <summary>
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/// Create the core directories needed by the mod.
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/// </summary>
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public void createDirectories()
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public void createDirectories()
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{
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{
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if (!Directory.Exists(MusicPath)) Directory.CreateDirectory(MusicPath);
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if (!Directory.Exists(MusicPath)) Directory.CreateDirectory(MusicPath);
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@ -91,6 +104,10 @@ namespace StardewSymphonyRemastered
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if (!Directory.Exists(TemplateMusicDirectory)) Directory.CreateDirectory(TemplateMusicDirectory);
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if (!Directory.Exists(TemplateMusicDirectory)) Directory.CreateDirectory(TemplateMusicDirectory);
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}
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}
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/// <summary>
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/// Used to create a blank XACT music pack example.
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/// </summary>
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public void createBlankXACTTemplate()
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public void createBlankXACTTemplate()
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{
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{
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string path= Path.Combine(TemplateMusicDirectory, "XACT");
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string path= Path.Combine(TemplateMusicDirectory, "XACT");
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@ -109,6 +126,9 @@ namespace StardewSymphonyRemastered
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}
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}
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}
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}
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/// <summary>
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/// USed to create a blank WAV music pack example.
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/// </summary>
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public void createBlankWAVTemplate()
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public void createBlankWAVTemplate()
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{
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{
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string path = Path.Combine(TemplateMusicDirectory, "WAV");
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string path = Path.Combine(TemplateMusicDirectory, "WAV");
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@ -133,7 +153,9 @@ namespace StardewSymphonyRemastered
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}
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}
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}
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}
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/// <summary>
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/// Load in the XACT music packs.
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/// </summary>
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public static void loadXACTMusicPacks()
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public static void loadXACTMusicPacks()
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{
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{
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string[] listOfDirectories= Directory.GetDirectories(XACTMusicDirectory);
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string[] listOfDirectories= Directory.GetDirectories(XACTMusicDirectory);
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@ -179,7 +201,9 @@ namespace StardewSymphonyRemastered
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}
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}
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}
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}
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/// <summary>
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/// Load in WAV music packs.
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/// </summary>
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public static void loadWAVMusicPacks()
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public static void loadWAVMusicPacks()
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{
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{
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string[] listOfDirectories = Directory.GetDirectories(WavMusicDirectory);
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string[] listOfDirectories = Directory.GetDirectories(WavMusicDirectory);
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