-#include "sound.h"
+#include <SDL/SDL.h>
+#include <SDL/SDL_mixer.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <unistd.h>
+
+#include "args.h"
+#include "common.h"
#include "config.h"
+#include "sound.h"
-extern int sound_flag, music_flag;
-
-#define CONDERROR(a) if ((a)) {fprintf(stderr,"Error: %s\n",SDL_GetError());exit(1);}
-#define NULLERROR(a) CONDERROR((a)==NULL)
-
-#define TUNE_TITLE_PAGE 0
-#define TUNE_GAMEPLAY 1
-#define TUNE_HIGH_SCORE_ENTRY 2
-#define NUM_TUNES 3
-
-#define SOUND_BANG 0
-#define NUM_SOUNDS 4
static Mix_Music *music[NUM_TUNES];
static int music_volume[NUM_TUNES] = {128,128,128};
Uint16 audio_format;
int audio_channels;
-char *add_path(char *);
+char *add_data_path(char *);
char *wav_file[] = {
- "sounds/booom.wav",
- "sounds/cboom.wav",
- "sounds/boom.wav",
- "sounds/bzboom.wav"
+ "booom.wav",
+ "cboom.wav",
+ "boom.wav",
+ "bzboom.wav"
};
char *tune_file[] = {
- "music/magic.mod",
- "music/getzznew.mod",
- "music/4est_fulla3s.mod"
+ "magic.mod",
+ "getzznew.mod",
+ "4est_fulla3s.mod"
};
+// Return 1 if the sound is ready to roll, and 0 if not.
int
init_sound() {
- // Return 1 if the sound is ready to roll, and 0 if not.
-
- int i;
- debug(printf ("Initialise sound\n"));
+ int i;
+ char *s;
- // Initialise output with SDL_mixer
- if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, AUDIO_S16, MIX_DEFAULT_CHANNELS, 4096) < 0) {
+ // 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;
- }
-
- debug(
- // What kind of sound did we get? Ah who cares. As long as it can play
- // some basic bangs and simple music.
- Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
- printf("Opened audio at %d Hz %d bit %s\n", audio_rate,
- (audio_format&0xFF),
- (audio_channels > 1) ? "stereo" : "mono");
- )
-
- // Preload all the tunes into memory
- for (i=0; i<NUM_TUNES; i++) {
- if (!(music[i] = Mix_LoadMUS(add_path(tune_file[i])))) {
- printf ("Failed to load %s\n",add_path(tune_file[i]));
}
- }
- // Preload all the wav files into memory
- for (i=0; i<NUM_SOUNDS; i++) {
- wav[i] = Mix_LoadWAV(add_path(wav_file[i]));
- }
+ // 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;
+ return 1;
}
void
play_sound(int i) {
- if(!sound_flag) return;
- debug(printf ("play sound %d on first free channel\n",i));
- Mix_PlayChannel(-1, wav[i], 0);
+ if(!opt_sound) return;
+ Mix_PlayChannel(-1, wav[i], 0);
}/*}}}*/
int playing=-1;
void
play_tune(int i) {/*{{{*/
- if(!sound_flag || !music_flag) return;
- if (playing==i)
+ if(!opt_music) return;
+ if (playing==i)
return;
- if (playing) {
- Mix_FadeOutMusic(1500);
- debug(printf("Stop playing %d\n",playing));
- }
- debug(
- printf ("Play music %d\n",i);
- printf ("volume %d\n",music_volume[i]);
- )
- Mix_FadeInMusic(music[i],-1,2000);
- Mix_VolumeMusic(music_volume[i]);
-
- playing = i;
+ if (playing) {
+ Mix_FadeOutMusic(1500);
+ }
+ Mix_FadeInMusic(music[i],-1,2000);
+ Mix_VolumeMusic(music_volume[i]);
+
+ playing = i;
}
/*