Author: esr
Date: Sat Apr 7 08:20:27 2007
New Revision: 16665
URL: http://svn.gna.org/viewcvs/wesnoth?rev=16665&view=rev
Log:
Move some music control macros out of utils into the topic file for
sound utility macros, because they have no dependencies on the other
stuff in utils.
Modified:
trunk/data/utils/sound-utils.cfg
trunk/data/utils/utils.cfg
Modified: trunk/data/utils/sound-utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/sound-utils.cfg?rev=16665&r1=16664&r2=16665&view=diff
==============================================================================
--- trunk/data/utils/sound-utils.cfg (original)
+++ trunk/data/utils/sound-utils.cfg Sat Apr 7 08:20:27 2007
@@ -1,8 +1,113 @@
+# Music control macros, and declarations of sound resource lists.
+# These macros do not rely on any other macros. Please don't change this.
+
+# Music macros. As of 1.1.3, music is parsed as follows:
+# 1. the [scenario]-level [music] tag
+# 2. the [story]-level music key
+# 3. any [event]-level [music] tags
+#
+# If you change the music at a lower level, the tags above it will NOT
+# be re-parsed and your scenario will sound wrong. For example, if
+# you set scenario music with the normal [scenario]-level music tag
+# but change the music during the [story], it is never reset back to
+# normal. Therefore, these macros are intended to catch instances
+# like that. Of course, if you want something more elaborate, code it
+# manually.
+
+
+# A macro to define a standard playlist suitable for any level. The
+# music is defined twice to catch instances where music is changed in
+# a story and not set back.
+
+#define DEFAULT_MUSIC_PLAYLIST
+ [music]
+ name=gameplay01.ogg
+ ms_before=12000
+ [/music]
+ [music]
+ name=gameplay02.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [music]
+ name=gameplay03.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [music]
+ name=main_menu.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [music]
+ name=wesnoth-1.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [music]
+ name=wesnoth-2.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [event]
+ name=prestart
+ [music]
+ name=gameplay01.ogg
+ ms_before=12000
+ [/music]
+ [music]
+ name=gameplay02.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [music]
+ name=gameplay03.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [music]
+ name=main_menu.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [music]
+ name=wesnoth-1.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [music]
+ name=wesnoth-2.ogg
+ ms_before=12000
+ append=yes
+ [/music]
+ [/event]
+#enddef
+
+#
+# This music macro ensures that the correct music is selected
+# for a scenario just in case it is changed by [story].
+# It should be positioned at the top of the scenario file
+# so it can be overridden by other prestart or start events.
+#
+# It also allows for the convenient use of a standardized
+# intra-scenario music, should we decide to use one.
+#
+
+#define SCENARIO_MUSIC MUSIC
+[music]
+name="wesnoth-2.ogg"
+[/music]
+[event]
+name=prestart
+ [music]
+ name={MUSIC}
+ [/music]
+[/event]
+#enddef
+
# For some animations some units use a list of sounds, from which one is
# randomly picked every time, instead of a single sound. Here the most commonly
# used lists are wrapped inside macros.
-#
-# These macros do not rely on any other macros. Please don't change this.
#
# These are used in unit .cfg's for example like this:
#
Modified: trunk/data/utils/utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/utils.cfg?rev=16665&r1=16664&r2=16665&view=diff
==============================================================================
--- trunk/data/utils/utils.cfg (original)
+++ trunk/data/utils/utils.cfg Sat Apr 7 08:20:27 2007
@@ -18,8 +18,6 @@
# scenario/campaign setup
-# DEFAULT_MUSIC_PLAYLIST
-# SCENARIO_MUSIC
# STARTING_VILLAGES
# DOT
# CROSS
@@ -505,111 +503,6 @@
flag_rgb=magenta
#enddef
-
-# Music macros. As of 1.1.3, music is parsed as follows:
-# 1. the [scenario]-level [music] tag
-# 2. the [story]-level music key
-# 3. any [event]-level [music] tags
-#
-# If you change the music at a lower level, the tags above it will NOT
-# be re-parsed and your scenario will sound wrong. For example, if
-# you set scenario music with the normal [scenario]-level music tag
-# but change the music during the [story], it is never reset back to
-# normal. Therefore, these macros are intended to catch instances
-# like that. Of course, if you want something more elaborate, code it
-# manually.
-
-
-# A macro to define a standard playlist suitable for any level. The
-# music is defined twice to catch instances where music is changed in
-# a story and not set back.
-
-#define DEFAULT_MUSIC_PLAYLIST
- [music]
- name=gameplay01.ogg
- ms_before=12000
- [/music]
- [music]
- name=gameplay02.ogg
- ms_before=12000
- append=yes
- [/music]
- [music]
- name=gameplay03.ogg
- ms_before=12000
- append=yes
- [/music]
- [music]
- name=main_menu.ogg
- ms_before=12000
- append=yes
- [/music]
- [music]
- name=wesnoth-1.ogg
- ms_before=12000
- append=yes
- [/music]
- [music]
- name=wesnoth-2.ogg
- ms_before=12000
- append=yes
- [/music]
- [event]
- name=prestart
- [music]
- name=gameplay01.ogg
- ms_before=12000
- [/music]
- [music]
- name=gameplay02.ogg
- ms_before=12000
- append=yes
- [/music]
- [music]
- name=gameplay03.ogg
- ms_before=12000
- append=yes
- [/music]
- [music]
- name=main_menu.ogg
- ms_before=12000
- append=yes
- [/music]
- [music]
- name=wesnoth-1.ogg
- ms_before=12000
- append=yes
- [/music]
- [music]
- name=wesnoth-2.ogg
- ms_before=12000
- append=yes
- [/music]
- [/event]
-#enddef
-
-#
-# This music macro ensures that the correct music is selected
-# for a scenario just in case it is changed by [story].
-# It should be positioned at the top of the scenario file
-# so it can be overridden by other prestart or start events.
-#
-# It also allows for the convenient use of a standardized
-# intra-scenario music, should we decide to use one.
-#
-
-#define SCENARIO_MUSIC MUSIC
-[music]
-name="wesnoth-2.ogg"
-[/music]
-[event]
-name=prestart
- [music]
- name={MUSIC}
- [/music]
-[/event]
-#enddef
-
#define COLOR_HEAL
green=255
#enddef
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