Open ReyAnthony opened 2 years ago
As expected I'm not well versed enough in asm to fix this š
I tried getting the value from current_order
in HugeDriver.asm
As far as I could understand from the driver code, this variable is used to store the "current seek" in the song (see hugeHelper.ts
for the code generating the song data that will loaded) and could thoerically be used to know if the song has looped
aka : If this value is 0 again and you don't allow looping, then stop the music.
Maybe I am going too far and the solution is easier tho, don't know š
It can be bypassed by adding an empty pattern at the end of the uge file and clever usage of the Bxx effect. But you would need a copy of the track without that addition if you want it to loop some time and not the other.
insert music event effect into the last row of your song, it will call a script, where you decide whether to loop, chain into the other song or simply stop.
Describe the bug When using the play music event with loop == false and using HUGE_TRACKER the music is still lopping
To Reproduce Steps to reproduce the behavior: Simply add a play music event without a loop using HUGE.
Expected behavior loop being false in the event means it should not loop
Screenshots Not applicable
Platform (please complete the following information): tested @ rev 7d5932d on Windows 10
Additional context I believe the problem is simply that the behavior is not implemented for HUGE :
The loop param is not used, and afaik music_update is not using it anyway. My 2 cents is that we should stop the HugeDriver when end of the music is reached. (mist likely in music_update)
I'll try looking for a fix, but I am not well versed in asm š