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CHLCC intro sequence #78
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if (type != 2) { | ||
PopExpression(effect); | ||
PopExpression(loop); | ||
ScrWork[SW_SEREQNO + channel] = effect; | ||
Audio::Channels[Audio::AC_SE0 + channel]->Volume = | ||
(ScrWork[SW_SEVOL + channel] / 100.0f) * 0.3f; | ||
|
||
// Hack to prevent playing the first sound byte before pausing |
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When pausing playback immediately after starting it, like this code does. A few milliseconds of sound is still played before it can be paused. This workaround is not a good solution, but I think we might have to extend the AudioChannel
interface in order to support this use case.
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This is a draft PR for visiblity.
This PR adds some of the animations for the quite intricate CHLCC intro sequence which involves bouncing, exploding and falling stars.
To satisfy these needs, I added a new
PathAnimation
class which represents something moving along a path in space.One thing of note is that the sound that plays during the intro sequence is started from the script with a
type=1
parameter. This was previously unimplemented but it seems to pause the playback of the audio immediately. This will then later be resumed by the drawing code in order to synchronize the sound with the star bouncing animation.