Sucessfully loaded in songs with the WAV music packs. Just need to implement functionality in the WAV "packs"
This commit is contained in:
parent
1fb92f7cf7
commit
b5b6c20830
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@ -5,6 +5,7 @@ using System.Text;
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using System.Threading.Tasks;
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using StardewSymphonyRemastered;
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using StardewValley;
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using System.IO;
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namespace StardewSymphonyRemastered.Framework
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{
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@ -168,9 +169,9 @@ namespace StardewSymphonyRemastered.Framework
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/// </summary>
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/// <param name="songListKey"></param>
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/// <returns></returns>
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public Dictionary<MusicPack,List<string>> getListOfApplicableMusicPacks(string songListKey)
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public Dictionary<MusicPack,List<Song>> getListOfApplicableMusicPacks(string songListKey)
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{
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Dictionary<MusicPack, List<string>> listOfValidDictionaries = new Dictionary<MusicPack, List<string>>();
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Dictionary<MusicPack, List<Song>> listOfValidDictionaries = new Dictionary<MusicPack, List<Song>>();
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foreach(var v in this.musicPacks)
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{
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var songList= v.Value.songInformation.getSongList(songListKey).Value;
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@ -207,44 +208,39 @@ namespace StardewSymphonyRemastered.Framework
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var songName = musicPackPair.Value.ElementAt(randInt2);
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this.currentMusicPack.playSong(songName);
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this.currentMusicPack.playSong(songName.name);
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}
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/// <summary>
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/// TODO: Make WAV MUSIC PACKS
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/// </summary>
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/// <param name="wavMusicPack"></param>
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public void addMusicPack(WavMusicPack wavMusicPack)
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{
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}
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/// <summary>
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/// Adds a valid xwb music pack to the list of music packs available.
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/// </summary>
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/// <param name="xwbMusicPack"></param>
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/// <param name="musicPack"></param>
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/// <param name="displayLogInformation">Whether or not to display the process to the console. Will include information from the pack's metadata. Default:False</param>
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/// <param name="xwbMusicPack">If displayLogInformation is also true this will display the name of all of the songs in the music pack when it is added in.</param>
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public void addMusicPack(XACTMusicPack xwbMusicPack,bool displayLogInformation=false,bool displaySongs=false)
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public void addMusicPack(MusicPack musicPack,bool displayLogInformation=false,bool displaySongs=false)
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{
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if (displayLogInformation == true)
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{
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StardewSymphony.ModMonitor.Log("Adding a new music pack!");
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StardewSymphony.ModMonitor.Log(" Name:" + xwbMusicPack.musicPackInformation.name);
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StardewSymphony.ModMonitor.Log(" Author:" + xwbMusicPack.musicPackInformation.author);
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StardewSymphony.ModMonitor.Log(" Description:" + xwbMusicPack.musicPackInformation.description);
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StardewSymphony.ModMonitor.Log(" Version Info:" + xwbMusicPack.musicPackInformation.versionInfo);
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StardewSymphony.ModMonitor.Log(" Location:" + musicPack.shortenedDirectory);
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StardewSymphony.ModMonitor.Log(" Name:" + musicPack.musicPackInformation.name);
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StardewSymphony.ModMonitor.Log(" Author:" + musicPack.musicPackInformation.author);
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StardewSymphony.ModMonitor.Log(" Description:" + musicPack.musicPackInformation.description);
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StardewSymphony.ModMonitor.Log(" Version Info:" + musicPack.musicPackInformation.versionInfo);
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StardewSymphony.ModMonitor.Log(" Song List:");
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if (displaySongs == true)
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{
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foreach(var songname in xwbMusicPack.songInformation.listOfSongsWithoutTriggers)
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foreach(var song in musicPack.songInformation.listOfSongsWithoutTriggers)
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{
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StardewSymphony.ModMonitor.Log(" " + songname);
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StardewSymphony.ModMonitor.Log(" " + song.name);
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}
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}
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}
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this.musicPacks.Add(xwbMusicPack.musicPackInformation.name,xwbMusicPack);
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this.musicPacks.Add(musicPack.musicPackInformation.name,musicPack);
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}
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}
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}
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@ -13,6 +13,7 @@ namespace StardewSymphonyRemastered.Framework
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public class MusicPack
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{
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public string directory;
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public string shortenedDirectory;
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public StardewSymphonyRemastered.Framework.SongSpecifics songInformation;
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public MusicPackMetaData musicPackInformation;
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@ -52,5 +53,9 @@ namespace StardewSymphonyRemastered.Framework
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return "";
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}
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public virtual void setModDirectoryFromFullDirectory()
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{
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}
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}
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}
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@ -0,0 +1,84 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.IO;
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namespace StardewSymphonyRemastered.Framework
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{
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/// <summary>
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/// The class to be used to manage individual songs.
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/// </summary>
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public class Song
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{
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/// <summary>
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/// The path to the song. In the case of XACT songs this points to the .xwb file. For WAV files this points directly to the WAV file itself.
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/// </summary>
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public string pathToSong;
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/// <summary>
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/// The name of the song itself.
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/// </summary>
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public string name;
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/// <summary>
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/// Blank Constructor;
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/// </summary>
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public Song()
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{
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}
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/// <summary>
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/// Constructor to be used for WAV files.
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/// </summary>
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/// <param name="PathToSong"></param>
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public Song(string PathToSong)
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{
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this.pathToSong=PathToSong;
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this.name = getNameFromPath(this.pathToSong);
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}
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/// <summary>
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/// Constructor to be used for XACT music packs.
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/// </summary>
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/// <param name="PathToSong"></param>
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/// <param name="Name"></param>
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public Song(string PathToSong,string Name)
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{
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this.pathToSong = PathToSong;
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this.name = Name;
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}
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/// <summary>
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/// Parse the name of the file from the path provided.
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/// </summary>
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/// <param name="path"></param>
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/// <returns></returns>
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public string getNameFromPath(string path)
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{
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return Path.GetFileNameWithoutExtension(path);
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}
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/// <summary>
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/// Read the info from a .json file.
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/// </summary>
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/// <param name="path"></param>
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/// <returns></returns>
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public static Song ReadFromJson(string path)
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{
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return StardewSymphony.ModHelper.ReadJsonFile<Song>(path);
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}
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/// <summary>
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/// Write the information of the instance to a .json file.
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/// </summary>
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/// <param name="path">The path to which the json file is written to.</param>
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public void writeToJson(string path)
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{
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StardewSymphony.ModHelper.WriteJsonFile<Song>(path, this);
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}
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}
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}
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@ -14,13 +14,13 @@ namespace StardewSymphonyRemastered.Framework
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/// </summary>
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public class SongSpecifics
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{
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Dictionary<string, List<string>> listOfSongsWithTriggers; //triggerName, <songs>
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Dictionary<string, List<Song>> listOfSongsWithTriggers; //triggerName, <songs>
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Dictionary<string, List<string>> eventSongs;
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Dictionary<string, List<Song>> eventSongs;
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Dictionary<string, List<string>> festivalSongs;
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Dictionary<string, List<Song>> festivalSongs;
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public List<string> listOfSongsWithoutTriggers;
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public List<Song> listOfSongsWithoutTriggers;
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public static List<string> locations = new List<string>();
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public static List<string> festivals = new List<string>();
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@ -71,11 +71,11 @@ namespace StardewSymphonyRemastered.Framework
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"night"
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};
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listOfSongsWithTriggers = new Dictionary<string, List<string>>();
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eventSongs = new Dictionary<string, List<string>>();
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festivalSongs = new Dictionary<string, List<string>>();
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listOfSongsWithTriggers = new Dictionary<string, List<Song>>();
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eventSongs = new Dictionary<string, List<Song>>();
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festivalSongs = new Dictionary<string, List<Song>>();
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this.listOfSongsWithoutTriggers = new List<string>();
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this.listOfSongsWithoutTriggers = new List<Song>();
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this.addSongLists();
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@ -263,9 +263,9 @@ namespace StardewSymphonyRemastered.Framework
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/// Adds the song's reference to a music pack.
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/// </summary>
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/// <param name="songName"></param>
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public void addSongToMusicPack(string songName)
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public void addSongToMusicPack(Song song)
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{
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this.listOfSongsWithoutTriggers.Add(songName);
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this.listOfSongsWithoutTriggers.Add(song);
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}
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/// <summary>
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@ -275,7 +275,8 @@ namespace StardewSymphonyRemastered.Framework
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/// <returns></returns>
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public bool isSongInList(string songName)
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{
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return listOfSongsWithoutTriggers.Contains(songName);
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Song s = getSongFromList(listOfSongsWithoutTriggers, songName);
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return listOfSongsWithoutTriggers.Contains(s);
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}
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/// <summary>
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@ -287,16 +288,16 @@ namespace StardewSymphonyRemastered.Framework
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{
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foreach (var season in seasons)
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{
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listOfSongsWithTriggers.Add(loc + seperator + season, new List<string>());
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listOfSongsWithTriggers.Add(loc + seperator + season, new List<Song>());
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foreach(var Weather in weather)
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{
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listOfSongsWithTriggers.Add(loc + seperator + season + seperator + Weather, new List<string>());
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listOfSongsWithTriggers.Add(loc + seperator + season + seperator + Weather, new List<Song>());
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foreach(var day in daysOfWeek)
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{
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listOfSongsWithTriggers.Add(loc + seperator + season + seperator + Weather + seperator + day, new List<string>());
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listOfSongsWithTriggers.Add(loc + seperator + season + seperator + Weather + seperator + day, new List<Song>());
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foreach(var time in timesOfDay)
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{
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listOfSongsWithTriggers.Add(loc + seperator + season + seperator + Weather + seperator + day + seperator + time, new List<string>());
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listOfSongsWithTriggers.Add(loc + seperator + season + seperator + Weather + seperator + day + seperator + time, new List<Song>());
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}
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}
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}
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@ -306,16 +307,16 @@ namespace StardewSymphonyRemastered.Framework
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//Add in some default seasonal music because maybe a location doesn't have some music?
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foreach (var season in seasons)
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{
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listOfSongsWithTriggers.Add(season, new List<string>());
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listOfSongsWithTriggers.Add(season, new List<Song>());
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foreach (var Weather in weather)
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{
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listOfSongsWithTriggers.Add( season + seperator + Weather, new List<string>());
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listOfSongsWithTriggers.Add( season + seperator + Weather, new List<Song>());
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foreach (var day in daysOfWeek)
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{
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listOfSongsWithTriggers.Add(season + seperator + Weather + seperator + day, new List<string>());
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listOfSongsWithTriggers.Add(season + seperator + Weather + seperator + day, new List<Song>());
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foreach (var time in timesOfDay)
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{
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listOfSongsWithTriggers.Add(season + seperator + Weather + seperator + day + seperator + time, new List<string>());
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listOfSongsWithTriggers.Add(season + seperator + Weather + seperator + day + seperator + time, new List<Song>());
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}
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}
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}
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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public KeyValuePair<string,List<string>>getSongList(string key)
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public KeyValuePair<string,List<Song>>getSongList(string key)
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{
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string keyPhrase = key.Split(seperator).ElementAt(0);
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if (keyPhrase == "event")
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{
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/*
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foreach (KeyValuePair<string, List<string>> pair in eventSongs)
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foreach (KeyValuePair<string, List<Song>> pair in eventSongs)
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{
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if (pair.Key == key) return pair;
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}
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*/
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return new KeyValuePair<string, List<string>>(key, eventSongs[key]);
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//return new KeyValuePair<string, List<Song>>(key, eventSongs[key]);
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}
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else if (keyPhrase == "festival")
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{
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/*
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foreach (KeyValuePair<string, List<string>> pair in festivalSongs)
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foreach (KeyValuePair<string, List<Song>> pair in festivalSongs)
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{
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if (pair.Key == key) return pair;
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}
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*/
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return new KeyValuePair<string, List<string>>(key, festivalSongs[key]);
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//return new KeyValuePair<string, List<string>>(key, festivalSongs[key]);
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}
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else
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{
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/*
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foreach(KeyValuePair<string,List<string>> pair in listOfSongsWithTriggers)
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foreach(KeyValuePair<string,List<Song>> pair in listOfSongsWithTriggers)
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{
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if (pair.Key == key) return pair;
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}
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*/
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return new KeyValuePair<string, List<string>>(key, listOfSongsWithTriggers[key]);
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//return new KeyValuePair<string, List<string>>(key, listOfSongsWithTriggers[key]);
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}
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return new KeyValuePair<string, List<Song>>("",null);
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}
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/// <summary>
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@ -371,9 +373,9 @@ namespace StardewSymphonyRemastered.Framework
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/// <param name="songName"></param>
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public void addSongToList(string songListKey,string songName)
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{
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var songList = getSongList(songListKey);
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songList.Value.Add(songName);
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var songKeyPair = getSongList(songListKey);
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var song = getSongFromList(songKeyPair.Value, songName);
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songKeyPair.Value.Add(song);
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}
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/// <summary>
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/// <param name="songName"></param>
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public void removeSongFromList(string songListKey,string songName)
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{
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var songList = getSongList(songListKey);
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songList.Value.Remove(songName);
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var songKeyPair = getSongList(songListKey);
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var song = getSongFromList(songKeyPair.Value, songName);
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songKeyPair.Value.Remove(song);
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}
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/// <summary>
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/// Get the Song instance that is referenced with the song's name.
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/// </summary>
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/// <param name="songList"></param>
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/// <param name="songName"></param>
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/// <returns></returns>
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public Song getSongFromList(List<Song> songList,string songName)
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{
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foreach(var song in songList)
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{
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if (song.name == songName) return song;
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}
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return null;
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}
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#endregion
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}
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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/// </summary>
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public class WavMusicPack : MusicPack
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{
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public Song currentSong;
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public string songsDirectory;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="directoryToMusicPack"></param>
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public WavMusicPack(string directoryToMusicPack)
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{
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this.directory = directoryToMusicPack;
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this.setModDirectoryFromFullDirectory();
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this.songsDirectory = Path.Combine(this.directory, "Songs");
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this.songInformation = new SongSpecifics();
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this.musicPackInformation = MusicPackMetaData.readFromJson(Path.Combine(directoryToMusicPack, "MusicPackInformation.json"));
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if (this.musicPackInformation == null)
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{
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StardewSymphony.ModMonitor.Log("Error: MusicPackInformation.json not found at: " + directoryToMusicPack + ". Blank information will be put in place.", StardewModdingAPI.LogLevel.Warn);
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this.musicPackInformation = new MusicPackMetaData("???", "???", "", "0.0.0");
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}
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this.loadMusicFiles();
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}
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/// <summary>
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/// A shortened directory name for display purposes.
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/// </summary>
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/// <returns></returns>
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public override void setModDirectoryFromFullDirectory()
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{
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string[] spliter = this.directory.Split(Path.DirectorySeparatorChar);
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string directoryLocation = "";
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for (int i = spliter.Length - 6; i < spliter.Length; i++)
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{
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directoryLocation += spliter[i];
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if (i != spliter.Length - 1)
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{
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directoryLocation += Path.DirectorySeparatorChar;
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}
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}
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this.shortenedDirectory = directoryLocation;
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}
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/// <summary>
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/// Returns the name of the currently playing song.
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/// </summary>
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/// <returns></returns>
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public override string getNameOfCurrentSong()
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{
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return this.currentSong.name;
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}
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/// <summary>
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/// Load in the music files from the pack's respective Directory/Songs folder. Typically Content/Music/Wav/FolderName/Songs
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/// </summary>
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public override void loadMusicFiles()
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{
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string[] wavFiles = Directory.GetFiles(this.songsDirectory, "*.wav");
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List<Song> listOfSongs = new List<Song>();
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foreach(var wav in wavFiles)
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{
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Song song = new Song(wav);
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listOfSongs.Add(song);
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}
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this.songInformation.listOfSongsWithoutTriggers = listOfSongs;
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}
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public override void pauseSong()
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{
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throw new NotImplementedException();
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}
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public override void playSong(string name)
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{
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throw new NotImplementedException();
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||||
}
|
||||
|
||||
public override void resumeSong()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public override void stopSong()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public override void swapSong(string songName)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -34,6 +34,7 @@ namespace StardewSymphonyRemastered.Framework
|
|||
this.directory = directoryToXwb;
|
||||
this.WaveBankPath = pathToWaveBank;
|
||||
this.SoundBankPath = pathToSoundBank;
|
||||
this.setModDirectoryFromFullDirectory();
|
||||
this.songInformation = new SongSpecifics();
|
||||
this.currentCue = null;
|
||||
this.musicPackInformation = MusicPackMetaData.readFromJson(Path.Combine(directoryToXwb, "MusicPackInformation.json"));
|
||||
|
@ -53,7 +54,21 @@ namespace StardewSymphonyRemastered.Framework
|
|||
/// </summary>
|
||||
public override void loadMusicFiles()
|
||||
{
|
||||
this.songInformation.listOfSongsWithoutTriggers=StardewSymphonyRemastered.Framework.MusicHexProcessor.ProcessSongNamesFromHex(this,StardewSymphony.Reset,this.SoundBankPath);
|
||||
|
||||
var listOfSongStrings = StardewSymphonyRemastered.Framework.MusicHexProcessor.ProcessSongNamesFromHex(this, StardewSymphony.Reset, this.SoundBankPath);
|
||||
|
||||
List<Song> listofSongs = new List<Song>();
|
||||
foreach(var songname in listOfSongStrings)
|
||||
{
|
||||
Song song = new Song(this.WaveBankPath, songname);
|
||||
listofSongs.Add(song);
|
||||
}
|
||||
|
||||
this.songInformation.listOfSongsWithoutTriggers = listofSongs;
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -158,5 +173,25 @@ namespace StardewSymphonyRemastered.Framework
|
|||
return this.currentCue.Name;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a shortened directory name for display purposes.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public override void setModDirectoryFromFullDirectory()
|
||||
{
|
||||
string[] spliter = this.WaveBankPath.Split(Path.DirectorySeparatorChar);
|
||||
string directoryLocation="";
|
||||
for (int i = spliter.Length - 5; i < spliter.Length; i++)
|
||||
{
|
||||
directoryLocation += spliter[i];
|
||||
|
||||
if (i != spliter.Length - 1)
|
||||
{
|
||||
directoryLocation += Path.DirectorySeparatorChar;
|
||||
}
|
||||
}
|
||||
this.shortenedDirectory = directoryLocation;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -63,13 +63,12 @@ namespace StardewSymphonyRemastered
|
|||
|
||||
this.createDirectories();
|
||||
this.createBlankXACTTemplate();
|
||||
|
||||
this.createBlankWAVTemplate();
|
||||
musicPacksInitialized = false;
|
||||
}
|
||||
|
||||
private void GameEvents_UpdateTick(object sender, EventArgs e)
|
||||
{
|
||||
if (Game1.activeClickableMenu.GetType()!=typeof(StardewValley.Menus.TitleMenu)&& Game1.audioEngine.isNull()) return;
|
||||
if (musicPacksInitialized == false)
|
||||
{
|
||||
initializeMusicPacks();
|
||||
|
@ -81,6 +80,7 @@ namespace StardewSymphonyRemastered
|
|||
{
|
||||
//load in all packs here.
|
||||
loadXACTMusicPacks();
|
||||
loadWAVMusicPacks();
|
||||
}
|
||||
|
||||
public void createDirectories()
|
||||
|
@ -90,6 +90,7 @@ namespace StardewSymphonyRemastered
|
|||
if (!Directory.Exists(XACTMusicDirectory)) Directory.CreateDirectory(XACTMusicDirectory);
|
||||
if (!Directory.Exists(TemplateMusicDirectory)) Directory.CreateDirectory(TemplateMusicDirectory);
|
||||
}
|
||||
|
||||
public void createBlankXACTTemplate()
|
||||
{
|
||||
string path= Path.Combine(TemplateMusicDirectory, "XACT");
|
||||
|
@ -103,11 +104,35 @@ namespace StardewSymphonyRemastered
|
|||
}
|
||||
if (!File.Exists(Path.Combine(path, "readme.txt")))
|
||||
{
|
||||
string info = "Place the Wave Bank.xwb file and Sound Bank.xsb file you created in XACT in a similar directory in Content/Music/XACT/SoundPackName with a new meta data to load it!";
|
||||
string info = "Place the Wave Bank.xwb file and Sound Bank.xsb file you created in XACT in a similar directory in Content/Music/XACT/SoundPackName.\nModify MusicPackInformation.json as desire!\nRun the mod!";
|
||||
File.WriteAllText(Path.Combine(path, "readme.txt"),info);
|
||||
}
|
||||
}
|
||||
|
||||
public void createBlankWAVTemplate()
|
||||
{
|
||||
string path = Path.Combine(TemplateMusicDirectory, "WAV");
|
||||
string pathSongs = Path.Combine(path, "Songs");
|
||||
if (!Directory.Exists(path))
|
||||
{
|
||||
Directory.CreateDirectory(path);
|
||||
}
|
||||
if (!Directory.Exists(pathSongs))
|
||||
{
|
||||
Directory.CreateDirectory(pathSongs);
|
||||
}
|
||||
if (!File.Exists(Path.Combine(path, "MusicPackInformation.json")))
|
||||
{
|
||||
MusicPackMetaData blankMetaData = new MusicPackMetaData("Omegas's Music Data Example", "Omegasis", "Just a simple example of how metadata is formated for music packs. Feel free to copy and edit this one!", "1.0.0 CoolExample");
|
||||
blankMetaData.writeToJson(Path.Combine(path, "MusicPackInformation.json"));
|
||||
}
|
||||
if (!File.Exists(Path.Combine(path, "readme.txt")))
|
||||
{
|
||||
string info = "Place the .wav song files in the Songs folder, modify the MusicPackInformation.json as desired, and then run!";
|
||||
File.WriteAllText(Path.Combine(path, "readme.txt"), info);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void loadXACTMusicPacks()
|
||||
{
|
||||
|
@ -155,6 +180,23 @@ namespace StardewSymphonyRemastered
|
|||
}
|
||||
|
||||
|
||||
public static void loadWAVMusicPacks()
|
||||
{
|
||||
string[] listOfDirectories = Directory.GetDirectories(WavMusicDirectory);
|
||||
foreach (string folder in listOfDirectories)
|
||||
{
|
||||
string metaData = Path.Combine(folder, "MusicPackInformation.json");
|
||||
|
||||
if (!File.Exists(metaData))
|
||||
{
|
||||
ModMonitor.Log("WARNING! Loading in a music pack from: " + folder + ". There is no MusicPackInformation.json associated with this music pack meaning that while songs can be played from this pack, no information about it will be displayed.", LogLevel.Error);
|
||||
}
|
||||
|
||||
StardewSymphonyRemastered.Framework.WavMusicPack musicPack = new WavMusicPack(folder);
|
||||
musicManager.addMusicPack(musicPack,true,true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised when the player changes locations. This should determine the next song to play.
|
||||
/// </summary>
|
||||
|
@ -175,9 +217,6 @@ namespace StardewSymphonyRemastered
|
|||
StardewSymphonyRemastered.Framework.SongSpecifics.addLocations();
|
||||
StardewSymphonyRemastered.Framework.SongSpecifics.addFestivals();
|
||||
StardewSymphonyRemastered.Framework.SongSpecifics.addEvents();
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -43,6 +43,7 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Framework\MusicPackMetaData.cs" />
|
||||
<Compile Include="Framework\Song.cs" />
|
||||
<Compile Include="StaticExtentions.cs" />
|
||||
<Compile Include="StardewSymphony.cs" />
|
||||
<Compile Include="Framework\MusicHexProcessor.cs" />
|
||||
|
|
Loading…
Reference in New Issue