+#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"
-#include "config.h"
-extern int opt_sound, opt_music;
-
-#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};
+static int music_volume[NUM_TUNES] = {255};
static Mix_Chunk *wav[NUM_SOUNDS];
int audio_rate;
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"
+ "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.
int
init_sound() {
- // Return 1 if the sound is ready to roll, and 0 if not.
-
int i;
- debug(printf ("Initialise sound\n"));
+ char *s;
// 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])))) {
- printf ("Failed to load %s\n",add_path(tune_file[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++) {
- wav[i] = Mix_LoadWAV(add_path(wav_file[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;
- debug(printf ("play sound %d on first free channel\n",i));
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);
- debug(printf("Stop playing %d\n",playing));
+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]);
}
- 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;
}
+
+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.