Project

General

Profile

Feature #676 ยป 0091-Add-e_enter_game-sound.patch

Marko Lindqvist, 05/23/2024 08:54 PM

View differences:

client/client_main.c
case C_S_RUNNING:
if (oldstate == C_S_PREPARING) {
popdown_races_dialog();
stop_menu_music(); /* stop intro sound loop. */
stop_menu_music(); /* Stop intro sound loop. */
}
init_city_report_game_data();
......
research_update(research_get(pplayer));
}
role_unit_precalcs();
boot_help_texts(); /* reboot with player */
boot_help_texts(); /* Reboot with player */
global_worklists_build();
can_slide = FALSE;
unit_focus_update();
......
refresh_overview_canvas();
update_info_label(); /* get initial population right */
update_info_label(); /* Get initial population right */
unit_focus_update();
update_unit_info_label(get_units_in_focus());
......
center_on_something();
}
start_style_music();
audio_play_sound("e_enter_game", NULL, NULL);
break;
case C_S_OVER:
data/stdsounds.soundspec
;e_unit_escaped = ""
; Those pseudo-events are only used in the sound system.
e_enter_game = "stdsounds/fanfare.ogg" ; [spring]
;e_client_quit = ""
;e_leave_game = ""
e_player_wake = "stdsounds/wakeup.ogg" ; [jt]
    (1-1/1)