+#include <SDL/SDL.h>
+#include <SDL/SDL_mixer.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <unistd.h>
+
#include "args.h"
-#include "sound.h"
+#include "common.h"
#include "config.h"
+#include "sound.h"
-#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};
// Return 1 if the sound is ready to roll, and 0 if not.
int i;
- debug(printf ("Initialise sound\n"));
// Initialise output with SDL_mixer
if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, AUDIO_S16, MIX_DEFAULT_CHANNELS, 4096) < 0) {
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])))) {
void
play_sound(int i) {
if(!opt_sound) return;
- debug(printf ("play sound %d on first free channel\n",i));
Mix_PlayChannel(-1, wav[i], 0);
}/*}}}*/
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]);