Soundtrack expanded to 35 pieces with a leitmotif variant generator and 8 new instruments
- generator: leitmotif as scale degrees, keys/modes, augmentation, diminution, inversion, fragment sequences, accompaniment and drum styles; hand-written title 2, boss themes, victory 2 - organ, bell, choir, sub bass, tom, crash, harp, timpani; 8-bit samples, unused instruments stripped - src/tracks.rs generated with categories; music director with boss themes and room moods - all pieces validated with libopenmpt; notes checked to stay in key Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -11,6 +11,7 @@ mod render3d;
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mod save;
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mod settings;
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mod sfx;
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mod tracks;
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mod sound;
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mod ui;
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mod xm;
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@@ -73,35 +74,69 @@ fn apply_settings(s: &Settings, r3d: &mut R3d) {
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audio::set_volumes(s.music_volume, s.volume, s.muted);
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}
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// Chooses the music for the current situation; build tracks rotate after two loops
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// Chooses the music for the current situation. Each category rotates through its tracks;
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// build and title music switch to the next track after two loops.
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struct MusicDirector {
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build: usize,
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next: std::collections::HashMap<u8, usize>, // category -> next index within the category
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current: Option<audio::Category>,
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}
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impl MusicDirector {
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fn update(&mut self, g: &Game, title: bool) {
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use audio::Track;
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const BUILD: [Track; 3] = [Track::Build1, Track::Build2, Track::Build3];
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let gate_fight = g.time - g.gate_hit_t < 12.0 || g.gate_defenders_alive();
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let invasion = g.ents.iter().any(|e| e.alive && e.active_hero() && !e.guard);
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let want = if title {
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Track::Title
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} else if g.state == 1 {
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Track::Victory
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} else if g.state == 2 {
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Track::Defeat
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} else if gate_fight {
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Track::Battle2
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} else if invasion {
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Track::Battle1
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} else {
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if BUILD.contains(&audio::current_track().unwrap_or(Track::Title)) && audio::music_loops() >= 2 {
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self.build = (self.build + 1) % BUILD.len();
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fn new() -> MusicDirector {
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MusicDirector { next: std::collections::HashMap::new(), current: None }
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}
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fn pick(&mut self, c: audio::Category) -> usize {
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let list = audio::tracks_in(c);
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let k = self.next.entry(c as u8).or_insert(0);
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let t = list[*k % list.len()];
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*k += 1;
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t
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}
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fn update(&mut self, g: &Game, title: bool, cam: (f32, f32)) {
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use audio::Category as C;
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let alive = |f: &dyn Fn(&game::Ent) -> bool| g.ents.iter().any(|e| e.alive && f(e));
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let near_room = |k: map::Kind| {
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let (cx, cz) = (cam.0 as i32, cam.1 as i32);
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let mut n = 0;
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for y in cz - 5..=cz + 5 {
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for x in cx - 5..=cx + 5 {
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if g.map.get(x, y).map_or(false, |t| t.kind == k) {
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n += 1;
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}
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}
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}
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BUILD[self.build]
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n >= 4
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};
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let fade = if matches!(want, Track::Victory | Track::Defeat) { 1.0 } else { 2.5 };
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audio::play_music(want, fade);
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let want = if title {
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C::Title
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} else if g.state == 1 {
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C::Victory
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} else if g.state == 2 {
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C::Defeat
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} else if alive(&|e| e.active_hero() && e.kind == game::EK::Paladin && e.guard) {
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C::BossWarden
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} else if alive(&|e| e.active_hero() && e.kind == game::EK::Paladin) {
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C::BossPaladin
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} else if g.time - g.gate_hit_t < 12.0 || g.gate_defenders_alive() {
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C::Assault
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} else if alive(&|e| e.active_hero() && !e.guard) {
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C::Battle
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} else if near_room(map::Kind::Torture) {
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C::Torture
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} else if near_room(map::Kind::Temple) {
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C::Temple
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} else {
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C::Build
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};
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let rotate = matches!(want, C::Build | C::Title) && self.current == Some(want) && audio::music_loops() >= 2;
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if self.current != Some(want) || rotate || audio::current_track().is_none() {
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self.current = Some(want);
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let t = self.pick(want);
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let fade = if matches!(want, C::Victory | C::Defeat) { 1.0 } else { 2.5 };
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audio::play_music(t, fade);
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}
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}
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}
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@@ -175,7 +210,7 @@ async fn main() {
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let gfx = Gfx::new();
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let mut r3d = R3d::new();
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let mut sounds = SoundBank::new();
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let mut music = MusicDirector { build: 0 };
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let mut music = MusicDirector::new();
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let mut ui = Ui::new();
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let mut menu = Menu::new();
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@@ -542,7 +577,8 @@ async fn main() {
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for ev in app.game.events.drain(..) {
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sounds.play(ev, vec2(app.cam.tx, app.cam.tz), right, hear, now);
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}
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music.update(&app.game, menu.page == Some(Page::Title) || matches!(menu.page, Some(Page::Settings { from_title: true, .. }) | Some(Page::KeyCapture { from_title: true, .. })));
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let on_title = menu.page == Some(Page::Title) || matches!(menu.page, Some(Page::Settings { from_title: true, .. }) | Some(Page::KeyCapture { from_title: true, .. }) | Some(Page::NewGame));
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music.update(&app.game, on_title, (app.cam.tx, app.cam.tz));
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for m in app.game.msgs.drain(..) {
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ui.log.push((m, now));
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}
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