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Add Transitioning check to DelayAltMusic in Level.LoadLevel#1061

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maddie480 merged 2 commits intoEverestAPI:devfrom
SilverDorian46:delay_alt_music_fade_bugfix
Mar 8, 2026
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Add Transitioning check to DelayAltMusic in Level.LoadLevel#1061
maddie480 merged 2 commits intoEverestAPI:devfrom
SilverDorian46:delay_alt_music_fade_bugfix

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@SilverDorian46
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to preface, rooms have an additional attribute called delayAltMusicFade (in Lönn, it's aliased to delayAlternativeMusicFade), which works with the room's alt music (set with the alt_music attribute, which in Lönn is aliased to musicAlternative).
when alt music is played, the main music is muted. so in order to be heard, alt music has to be routed differently to main music. the base game has them routed to music/tunes/side_rooms.

the value of delayAltMusicFade is assigned to the LevelData's DelayAltMusic field, which is a boolean that determines at which moment to play or stop the alt music.
if it's false, as it is by default, the alt music is played or stopped as soon as the room is loaded.
if it's true, then that is delayed for when the transition into the next room is complete.

currently, due to an oversight, the true setting makes it only work during room transitions.
so what happens when you "Save and Quit" from that room, and then load the save again and return to it?
the main music will play, but the alt music won't, until you enter the room again via transition.

this PR attempts to fix this by adding a check for whether the level's transitioning routine is being played.

a base game example of an alt music room with the delay enabled is the secret room in Chapter 6.
for comparison, an example of an alt music room without the delay is Theo's camp in Chapter 1.

@maddie480-bot maddie480-bot added 1: review needed This PR needs 2 approvals to be merged (bot-managed) review needed labels Jan 7, 2026
@microlith57
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i don't really understand the impact of the bug here. can you provide examples of reproduction steps with expected vs actual behaviour?

@SilverDorian46
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i don't really understand the impact of the bug here. can you provide examples of reproduction steps with expected vs actual behaviour?

Reproduction steps:

  1. enter vanilla Chapter 6 (Reflection)
  2. go to the secret room (that's on the top left side) - that room has alt music and delayAltMusicFade enabled
  3. Save and Quit
  4. reload save - that brings you back to the room

Expected behaviour:
alt music plays, and main music is muted

Actual behaviour:
alt music doesn't play, and main music is heard. however, reentering the room via transition makes alt music play as expected

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LGTM

@SilverDorian46
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oh yeah, should we tell the Celeste developers about this? it is a bug in the base game after all

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The pull request was approved and entered the 3-day last-call window. Since no PR should be merged within 3 days of the next rolling release, the last-call window is extended further.
If no further reviews happen, it will end on Mar 8, 2026, 12:00 AM UTC, after which the pull request will be able to be merged.

@maddie480-bot maddie480-bot added 3: last call window This PR was approved, and is in the 5-day last-call window before getting merged (bot-managed) and removed 1: review needed This PR needs 2 approvals to be merged (bot-managed) labels Mar 1, 2026
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The last-call window for this pull request ended. It can now be merged if no blockers were brought up.

@maddie480-bot maddie480-bot added 4: ready to merge This PR was approved and the last-call window is over (bot-managed) and removed 3: last call window This PR was approved, and is in the 5-day last-call window before getting merged (bot-managed) labels Mar 8, 2026
@maddie480 maddie480 merged commit b193ddc into EverestAPI:dev Mar 8, 2026
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5 participants