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Prevent music trigger if room is closed #865

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Richard-L opened this issue Jun 3, 2023 · 3 comments · Fixed by #946
Closed

Prevent music trigger if room is closed #865

Richard-L opened this issue Jun 3, 2023 · 3 comments · Fixed by #946
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Data Requires injecting content / files that are not a part of the original game Feature New functionality TR1
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@Richard-L
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This occurred to me on a recent PS1 playthrough with a family member (still the only way to get a German dub without replacing audio files), and it's the same in TR1M, and made me think if it's worth adding extra code that prevents music triggers if the intended room (or moment) are still inaccessible.

Consider this case of the Neptune room in Folly (requires audio):

2023-06-03_15-26-44.mp4

I felt it's unfortunate to "waste" the music because the music trigger should maybe have been on a tile behind the door here. The music is intended to accompany the long dive down. Instead here it plays as you continue through the main room of the folly. I suppose there might be more occurrences of this throughout the game.

I assume this would either mean to inject a changed level file where the music trigger has been moved behind the door, or add code logic that only plays music tracks if a specific door has been opened. Both don't seem overly desirable maybe. Let me know your thoughts.

@lahm86
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lahm86 commented Jun 3, 2023

An injection will be easiest imo - I think it would be too complicated to handle it automatically, especially for this kind of situation as technically you are in the Neptune room at that point.

image

Can certainly tackle this as part of #755.

@aredfan
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aredfan commented Jun 3, 2023

Nice find. I agree it's a waste for the Neptune music to play prematurely. The Thor and Damocles rooms have music triggers placed past the doors, so it would be consistent to move back the Neptune music trigger as-well.

Agree with Lahm that floordata injection is the way to tackle this issue.

@walkawayy walkawayy added Feature New functionality Data Requires injecting content / files that are not a part of the original game labels Jun 3, 2023
@lahm86 lahm86 self-assigned this Aug 26, 2023
@lahm86 lahm86 added this to the 2.16 milestone Aug 26, 2023
@lahm86
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lahm86 commented Aug 26, 2023

I'm planning to bundle the fix for the 4-key music trigger into this issue as well, given that it's within scope I feel (a Folly music trigger problem basically).

#755 (comment)

lahm86 added a commit to lahm86/TRX that referenced this issue Aug 26, 2023
In St. Francis' Folly, the music trigger for track 3 in room 4 has been
moved behind the Neptune door. A new trigger for track 15 has also been
added once the 4 keys are used at the end of the level.

Resolves LostArtefacts#865.
lahm86 added a commit that referenced this issue Aug 27, 2023
In St. Francis' Folly, the music trigger for track 3 in room 4 has been
moved behind the Neptune door. A new trigger for track 15 has also been
added once the 4 keys are used at the end of the level.
A new injection function to support moving rooms has been added. This
is used in Folly to move room 54 out of earshot so the player does not
hear the boulder that opens the door.

Resolves #865.
@rr- rr- added the TR1 label Oct 3, 2024
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5 participants