4 extern int opt_sound, opt_music;
6 #define TUNE_TITLE_PAGE 0
7 #define TUNE_GAMEPLAY 1
8 #define TUNE_HIGH_SCORE_ENTRY 2
14 static Mix_Music *music[NUM_TUNES];
15 static int music_volume[NUM_TUNES] = {128,128,128};
16 static Mix_Chunk *wav[NUM_SOUNDS];
22 char *add_path(char *);
33 "music/4est_fulla3s.mod"
38 // Return 1 if the sound is ready to roll, and 0 if not.
41 debug(printf ("Initialise sound\n"));
43 // Initialise output with SDL_mixer
44 if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, AUDIO_S16, MIX_DEFAULT_CHANNELS, 4096) < 0) {
45 fprintf(stderr, "Couldn't open SDL_mixer audio: %s\n", SDL_GetError());
50 // What kind of sound did we get? Ah who cares. As long as it can play
51 // some basic bangs and simple music.
52 Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
53 printf("Opened audio at %d Hz %d bit %s\n", audio_rate,
55 (audio_channels > 1) ? "stereo" : "mono");
58 // Preload all the tunes into memory
59 for (i=0; i<NUM_TUNES; i++) {
60 if (!(music[i] = Mix_LoadMUS(add_path(tune_file[i])))) {
61 printf ("Failed to load %s\n",add_path(tune_file[i]));
65 // Preload all the wav files into memory
66 for (i=0; i<NUM_SOUNDS; i++) {
67 wav[i] = Mix_LoadWAV(add_path(wav_file[i]));
75 if(!opt_sound) return;
76 debug(printf ("play sound %d on first free channel\n",i));
77 Mix_PlayChannel(-1, wav[i], 0);
84 play_tune(int i) {/*{{{*/
85 if(!opt_music) return;
89 Mix_FadeOutMusic(1500);
90 debug(printf("Stop playing %d\n",playing));
93 printf ("Play music %d\n",i);
94 printf ("volume %d\n",music_volume[i]);
96 Mix_FadeInMusic(music[i],-1,2000);
97 Mix_VolumeMusic(music_volume[i]);
104 * The init_sound() routine is called first.
105 * The play_sound() routine is called with the index number of the sound we wish to play.
106 * The play_tune() routine is called with the index number of the tune we wish to play.