BGS and adding background sounds to mission screens
Posted: Sun Dec 06, 2015 2:55 am
In BGS there is code to allow the various contract mission screens to have the background sound effects continue playing. For all other mission screens the sound effects basically stop while the screen is active. It looks like the method BGS uses to work out the contract screens are active is to look at the screen ID, split the string based on a "-" separator character, check the first element for "oolite", then check the last element for either "summary", "map" or "none".
If I want to apply the same rules to a mission screen, the most obvious way to achieve it would be to just give my mission screens a screen ID that conforms with the above specification. But is there a more "official" way of doing it? I checked the documentation on the Wiki but couldn't seem to find anything that covered this situation. Have I missed something? Actually I think I must have missed something so any pointers would be greatly appreciated.
If I want to apply the same rules to a mission screen, the most obvious way to achieve it would be to just give my mission screens a screen ID that conforms with the above specification. But is there a more "official" way of doing it? I checked the documentation on the Wiki but couldn't seem to find anything that covered this situation. Have I missed something? Actually I think I must have missed something so any pointers would be greatly appreciated.