Feature #676 ยป 0091-Add-e_enter_game-sound.patch
| client/client_main.c | ||
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case C_S_RUNNING:
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if (oldstate == C_S_PREPARING) {
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popdown_races_dialog();
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stop_menu_music(); /* stop intro sound loop. */
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stop_menu_music(); /* Stop intro sound loop. */
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}
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init_city_report_game_data();
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| ... | ... | |
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research_update(research_get(pplayer));
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}
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role_unit_precalcs();
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boot_help_texts(); /* reboot with player */
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boot_help_texts(); /* Reboot with player */
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global_worklists_build();
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can_slide = FALSE;
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unit_focus_update();
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| ... | ... | |
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refresh_overview_canvas();
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update_info_label(); /* get initial population right */
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update_info_label(); /* Get initial population right */
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unit_focus_update();
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update_unit_info_label(get_units_in_focus());
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| ... | ... | |
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center_on_something();
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}
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start_style_music();
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audio_play_sound("e_enter_game", NULL, NULL);
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break;
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case C_S_OVER:
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| data/stdsounds.soundspec | ||
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;e_unit_escaped = ""
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; Those pseudo-events are only used in the sound system.
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e_enter_game = "stdsounds/fanfare.ogg" ; [spring]
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;e_client_quit = ""
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;e_leave_game = ""
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e_player_wake = "stdsounds/wakeup.ogg" ; [jt]
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