1 #include <SDL.h>
2 #include <SDL_mixer.h>
3 #include <stdlib.h>
4 #include <stdio.h>
5 #include <unistd.h>
6
7 #include "args.h"
8 #include "common.h"
9 #include "vorconfig.h"
10 #include "sound.h"
11
12
13 static Mix_Music *music[NUM_TUNES];
14 static int music_volume[NUM_TUNES] = {255};
15 static Mix_Chunk *wav[NUM_SOUNDS];
16
17 int audio_rate;
18 Uint16 audio_format;
19 int audio_channels;
20
21 char *add_data_path(char *);
22 char *wav_file[] = {
23 "bang.wav"
24 };
25
26 char *tune_file[] = {
27 "mph.xm"
28 };
29
30 // Return 1 if the sound is ready to roll, and 0 if not.
31 int
init_sound()32 init_sound() {
33 int i;
34 char *s;
35
36 // Initialise output with SDL_mixer
37 if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, AUDIO_S16, MIX_DEFAULT_CHANNELS, 4096) < 0) {
38 fprintf(stderr, "Couldn't open SDL_mixer audio: %s\n", SDL_GetError());
39 return 0;
40 }
41
42 // Preload all the tunes into memory
43 for (i=0; i<NUM_TUNES; i++) {
44 s = add_data_path(tune_file[i]);
45 if(s) {
46 music[i] = Mix_LoadMUS(s);
47 if(!music[i]) printf("Failed to load %s.\n", s);
48 free(s);
49 }
50 }
51
52 // Preload all the wav files into memory
53 for (i=0; i<NUM_SOUNDS; i++) {
54 s = add_data_path(wav_file[i]);
55 if(s) {
56 wav[i] = Mix_LoadWAV(s);
57 free(s);
58 }
59 }
60
61 return 1;
62 }
63
64 void
play_sound(int i)65 play_sound(int i) {
66 if(!opt_sound) return;
67 Mix_PlayChannel(-1, wav[i], 0);
68 }
69
70 int playing = NUM_TUNES + 1;
71
72
73 void
play_tune(int i)74 play_tune(int i) {
75 if(!opt_sound) {
76 return;
77 }
78 if (playing == i) {
79 return;
80 }
81 if (playing < NUM_TUNES) {
82 Mix_FadeOutMusic(2500);
83 }
84 // There are songs yet to be written...
85 if(i < NUM_TUNES) {
86 Mix_FadeInMusic(music[i], -1, 2000);
87 Mix_VolumeMusic(music_volume[i]);
88 }
89
90 playing = i;
91 }
92
93
94 int tune_paused=0;
95
96 void
pause_tune()97 pause_tune() {
98 if(!opt_sound) {
99 return;
100 }
101 if(playing < NUM_TUNES && !tune_paused) {
102 Mix_PauseMusic();
103 tune_paused = 1;
104 }
105 }
106
107 void
resume_tune()108 resume_tune() {
109 if(!opt_sound) {
110 return;
111 }
112 if(playing < NUM_TUNES && tune_paused) {
113 Mix_ResumeMusic();
114 tune_paused = 0;
115 }
116 }
117
118 /*
119 *
120 * The init_sound() routine is called first.
121 * The play_sound() routine is called with the index number of the sound we wish to play.
122 * The play_tune() routine is called with the index number of the tune we wish to play.
123 *
124 */
125