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music pauses when game pauses and ends when game ends
[vor.git] / sound.c
diff --git a/sound.c b/sound.c
index 88d8d4c..471808e 100644 (file)
--- a/sound.c
+++ b/sound.c
@@ -1,43 +1,39 @@
+#include <SDL.h>
+#include <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};
+static int music_volume[NUM_TUNES] = {88,88,88};
 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"
+       "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;
-       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) {
@@ -45,25 +41,23 @@ init_sound() {
        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;
@@ -72,32 +66,56 @@ init_sound() {
 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;
 
 
 void
-play_tune(int i) {/*{{{*/
-       if(!opt_music) return;
-       if (playing==i)
-       return;
+play_tune(int i) {
+       if(!opt_sound) {
+               return;
+       }
+       if (playing == i) {
+               return;
+       }
        if (playing) {
-               Mix_FadeOutMusic(1500);
-               debug(printf("Stop playing %d\n",playing));
+               Mix_FadeOutMusic(2500);
+       }
+       if(i == TUNE_GAMEPLAY) {
+               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 == TUNE_GAMEPLAY && !tune_paused) {
+               Mix_PauseMusic();
+               tune_paused = 1;
+       }
+}
+
+void
+resume_tune() {
+       if(!opt_sound) {
+               return;
+       }
+       if(playing == TUNE_GAMEPLAY && tune_paused) {
+               Mix_ResumeMusic();
+               tune_paused = 0;
+       }
+}
+
 /*
  *
  * The init_sound() routine is called first.