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;
+ char *s;
// Initialise output with SDL_mixer
if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, AUDIO_S16, MIX_DEFAULT_CHANNELS, 4096) < 0) {
// 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;