-#include <SDL/SDL.h>
-#include <SDL/SDL_mixer.h>
+#include <SDL.h>
+#include <SDL_mixer.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include "args.h"
#include "common.h"
-#include "config.h"
+#include "vorconfig.h"
#include "sound.h"
static Mix_Music *music[NUM_TUNES];
-static int music_volume[NUM_TUNES] = {128,128,128};
+static int music_volume[NUM_TUNES] = {255};
static Mix_Chunk *wav[NUM_SOUNDS];
int audio_rate;
char *add_data_path(char *);
char *wav_file[] = {
- "sounds/booom.wav",
- "sounds/cboom.wav",
- "sounds/boom.wav",
- "sounds/bzboom.wav"
+ "bang.wav"
};
char *tune_file[] = {
- "music/magic.mod",
- "music/getzznew.mod",
- "music/4est_fulla3s.mod"
+ "mph.xm"
};
// Return 1 if the sound is ready to roll, and 0 if not.
play_sound(int i) {
if(!opt_sound) return;
Mix_PlayChannel(-1, wav[i], 0);
-}/*}}}*/
+}
-int playing=-1;
+int playing = NUM_TUNES + 1;
void
-play_tune(int i) {/*{{{*/
- if(!opt_music) return;
- if (playing==i)
- return;
- if (playing) {
- Mix_FadeOutMusic(1500);
+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]);
}
- 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.