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No commits in common. "looping" and "main" have entirely different histories.

10 changed files with 3 additions and 36 deletions

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Data/Audio/relax.wav (Stored with Git LFS)

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Data/Audio/relax_01.wav (Stored with Git LFS)

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Data/Audio/relax_02.wav (Stored with Git LFS)

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Data/Audio/stress.wav (Stored with Git LFS)

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Data/Audio/stress_01.wav (Stored with Git LFS)

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Data/Audio/stress_02.wav (Stored with Git LFS)

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Data/Audio/stress_03.wav (Stored with Git LFS)

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@ -1 +1 @@
Subproject commit e7fa8ce6f9de4dbe862361d3d32a65b078e481bc
Subproject commit 17b352f0b86c538f6e197f7e3428b4c4e321f651

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@ -459,12 +459,6 @@ void TELY_OS_DLLInit(TELY_OS *os)
game->audio[FP_GameAudio_Ambience2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
game->audio[FP_GameAudio_Music1] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
game->audio[FP_GameAudio_Music2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music two"), DQN_STR8("Data/Audio/music_2.ogg"));
game->audio[FP_GameAudio_RelaxMusic] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Relax Music"), DQN_STR8("Data/Audio/relax.wav"));
game->audio[FP_GameAudio_StressMusic] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Stress Music"), DQN_STR8("Data/Audio/stress.wav"));
game->audio[FP_GameAudio_Relax01Music] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Relax_01 Music"), DQN_STR8("Data/Audio/relax_01.wav"));
game->audio[FP_GameAudio_Stress01Music] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Stress_01 Music"), DQN_STR8("Data/Audio/stress_01.wav"));
game->audio[FP_GameAudio_Relax02Music] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Relax_02 Music"), DQN_STR8("Data/Audio/relax_02.wav"));
game->audio[FP_GameAudio_Stress03Music] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Stress_03 Music"), DQN_STR8("Data/Audio/stress_03.wav"));
// NOTE: Load sprite sheets ====================================================================
os->user_data = game;
@ -2026,7 +2020,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
if (game->play.wave_cooldown_timestamp_ms == 0) {
game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Relax02Music], 1.f, false);
game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
} else {
// NOTE: Check if cooldown has elapsed, the next wave can start if so
@ -2035,7 +2029,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Stress03Music], 1.f, true);
game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
if (monkey_spawn && game->play.current_wave != 0) {

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@ -340,12 +340,6 @@ enum FP_GameAudio
FP_GameAudio_Ambience2,
FP_GameAudio_Music1,
FP_GameAudio_Music2,
FP_GameAudio_RelaxMusic,
FP_GameAudio_StressMusic,
FP_GameAudio_Relax01Music,
FP_GameAudio_Stress01Music,
FP_GameAudio_Relax02Music,
FP_GameAudio_Stress03Music,
FP_GameAudio_Count,
};