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sound.c
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sound.c
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#include <SDL.h>
#include <SDL_mixer.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include "args.h"
#include "common.h"
#include "vorconfig.h"
#include "sound.h"
static Mix_Music *music[NUM_TUNES];
static int music_volume[NUM_TUNES] = {255};
static Mix_Chunk *wav[NUM_SOUNDS];
int audio_rate;
Uint16 audio_format;
int audio_channels;
char *add_data_path(char *);
char *wav_file[] = {
"bang.wav"
};
char *tune_file[] = {
"mph.xm"
};
// Return 1 if the sound is ready to roll, and 0 if not.
int
init_sound() {
int i;
char *s;
// Initialise output with SDL_mixer
if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, AUDIO_S16, MIX_DEFAULT_CHANNELS, 4096) < 0) {
fprintf(stderr, "Couldn't open SDL_mixer audio: %s\n", SDL_GetError());
return 0;
}
// Preload all the tunes into memory
for (i=0; i<NUM_TUNES; i++) {
s = add_data_path(tune_file[i]);
if(s) {
music[i] = Mix_LoadMUS(s);
if(!music[i]) printf("Failed to load %s.\n", s);
free(s);
}
}
// Preload all the wav files into memory
for (i=0; i<NUM_SOUNDS; i++) {
s = add_data_path(wav_file[i]);
if(s) {
wav[i] = Mix_LoadWAV(s);
free(s);
}
}
return 1;
}
void
play_sound(int i) {
if(!opt_sound) return;
Mix_PlayChannel(-1, wav[i], 0);
}
int playing = NUM_TUNES + 1;
void
play_tune(int i) {
if(!opt_sound) {
return;
}
if (playing == i) {
return;
}
if (playing < NUM_TUNES) {
Mix_FadeOutMusic(2500);
}
// There are songs yet to be written...
if(i < NUM_TUNES) {
Mix_FadeInMusic(music[i], -1, 2000);
Mix_VolumeMusic(music_volume[i]);
}
playing = i;
}
int tune_paused=0;
void
pause_tune() {
if(!opt_sound) {
return;
}
if(playing < NUM_TUNES && !tune_paused) {
Mix_PauseMusic();
tune_paused = 1;
}
}
void
resume_tune() {
if(!opt_sound) {
return;
}
if(playing < NUM_TUNES && tune_paused) {
Mix_ResumeMusic();
tune_paused = 0;
}
}
/*
*
* The init_sound() routine is called first.
* The play_sound() routine is called with the index number of the sound we wish to play.
* The play_tune() routine is called with the index number of the tune we wish to play.
*
*/