Fix lingering title music after Resume Game

Continue dropped the player into the overworld with the title
screen's song still cross-fading into the map theme over ~1.2s
(Music.MAP_FADE), audibly wrong since the player already has control.
New Game never showed this because OakSpeech's own unfaded
Music.play/playMap masks it before the player is ever placed in the
overworld. The same bug was also reachable through F2 quickload
(pressed at the title screen, or mid-session -- F2 always jumps
straight to the loaded save's map/position with no walking
transition, so it needs the same instant swap as Continue rather than
an ordinary warp's crossfade either way) and through the
checkpoint-resume mod API (RFC 0006's mod.checkpoint:resume).

OverworldState:setMap now takes an opts.freshBoot flag: when set, the
map's music swaps in at once instead of cross-fading, like every
other map's PlayDefaultMusic. It is set by every real hard state
teleport -- TitleState's onContinue, New Game's push, F2 quickload,
and Game:restoreCheckpointSave (whose only caller is itself
title-gated) -- and deliberately kept separate from the pre-existing
opts.via == "boot" default, which dev tooling (the console's `warp`
verb, hot reload's map rebuild) also reuses for unrelated reasons and
must keep its ordinary crossfade.
This commit is contained in:
thibautbus
2026-08-12 11:25:07 +02:00
parent 49d094b14d
commit 96af652d3b
2 changed files with 30 additions and 7 deletions
+11 -1
View File
@@ -462,8 +462,18 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
if not keepMusic then
-- ..(home/overworld.asm ln 2346)
local Music = require("src.core.Music")
-- opts.freshBoot: switch instantly instead of cross-fading, like every
-- other map's PlayDefaultMusic on real hardware -- set only by
-- Game.lua's hard state teleports (onContinue, New Game, F2,
-- restoreCheckpointSave). Deliberately separate from opts.via ==
-- "boot" itself: dev tooling (src/dev/Console.lua's warp verb,
-- src/dev/HotReload.lua's reloadMap) reuses that same default for the
-- surf-restore/fresh-npc-pool branches above and must keep the
-- ordinary crossfade.
local fade = Music.MAP_FADE
if opts and opts.freshBoot then fade = nil end
Music.playMap(Game.data, mapId, Game.save.onBike, self.player.surfing,
Music.MAP_FADE)
fade)
end
-- forced bike/surf tiles fire the moment the player is placed on the