Today, I made a pull request with new functions added: "Audio.MusicGetFilepath" and "Audio.MusicGetFilepathArguments"!
With the functions, you can now see what music is currently playing on the engine, along with getting the SDL Mixer X arguments at the end! The functions should support all of these instances:
Level Music (Including custom music on slot 24)
World Music (Including, which isn't on the official branch yet, custom music on slot 17)
Special Music (P-Switch, Stopwatch, Credits)
Music played when sections are seized (Using "Audio.SeizeStream", "Audio.MusicOpen", and "Audio.MusicPlay" in that order)
Music played with the Lua function "Audio.MusicChange" (Though the function is just replace the custom music ID filepath and play it)
Here's the function information below:
Audio.MusicGetFilepath(shouldHaveArgumentsOrBlank): Gets the current playing music on the engine. If "shouldHaveArgumentsOrBlank" is false or not specified, any SDL Mixer X arguments at the end of the filepath will be removed.
Audio.MusicGetFilepathArguments(): Gets the current playing music's SDL Mixer X arguments located at the end of the filepath.
Today, I made a pull request with new functions added: "Audio.MusicGetFilepath" and "Audio.MusicGetFilepathArguments"!
With the functions, you can now see what music is currently playing on the engine, along with getting the SDL Mixer X arguments at the end! The functions should support all of these instances:
Here's the function information below:
Hope this pull request gets accepted!