2 #include <SDL/SDL_mixer.h>
12 #define TUNE_TITLE_PAGE 0
13 #define TUNE_GAMEPLAY 1
14 #define TUNE_HIGH_SCORE_ENTRY 2
20 static Mix_Music *music[NUM_TUNES];
21 static int music_volume[NUM_TUNES] = {128,128,128};
22 static Mix_Chunk *wav[NUM_SOUNDS];
28 char *add_path(char *);
39 "music/4est_fulla3s.mod"
44 // Return 1 if the sound is ready to roll, and 0 if not.
47 debug(printf ("Initialise sound\n"));
49 // Initialise output with SDL_mixer
50 if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, AUDIO_S16, MIX_DEFAULT_CHANNELS, 4096) < 0) {
51 fprintf(stderr, "Couldn't open SDL_mixer audio: %s\n", SDL_GetError());
56 // What kind of sound did we get? Ah who cares. As long as it can play
57 // some basic bangs and simple music.
58 Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
59 printf("Opened audio at %d Hz %d bit %s\n", audio_rate,
61 (audio_channels > 1) ? "stereo" : "mono");
64 // Preload all the tunes into memory
65 for (i=0; i<NUM_TUNES; i++) {
66 if (!(music[i] = Mix_LoadMUS(add_path(tune_file[i])))) {
67 printf ("Failed to load %s\n",add_path(tune_file[i]));
71 // Preload all the wav files into memory
72 for (i=0; i<NUM_SOUNDS; i++) {
73 wav[i] = Mix_LoadWAV(add_path(wav_file[i]));
81 if(!opt_sound) return;
82 debug(printf ("play sound %d on first free channel\n",i));
83 Mix_PlayChannel(-1, wav[i], 0);
90 play_tune(int i) {/*{{{*/
91 if(!opt_music) return;
95 Mix_FadeOutMusic(1500);
96 debug(printf("Stop playing %d\n",playing));
99 printf ("Play music %d\n",i);
100 printf ("volume %d\n",music_volume[i]);
102 Mix_FadeInMusic(music[i],-1,2000);
103 Mix_VolumeMusic(music_volume[i]);
110 * The init_sound() routine is called first.
111 * The play_sound() routine is called with the index number of the sound we wish to play.
112 * The play_tune() routine is called with the index number of the tune we wish to play.