tb1/sound.c

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/* "borrowed" from gltron */
#include "sound.h"
#include <stdlib.h>
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#include "tblib.h"
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/* linux only, at the moment */
static Mix_Music *music;
#define NUM_GAME_FX 8
static Mix_Chunk *game_fx[NUM_GAME_FX];
static char *game_fx_names[] = {
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"sound/tb_ahh.wav",
"sound/tb_cc.wav",
"sound/tb_kapow.wav",
"sound/tb_scream.wav",
"sound/tb_bonk.wav",
"sound/tb_click.wav",
"sound/tb_ow.wav",
"sound/tb_zrrp.wav"
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};
void loadFX(char *path_to_data) {
int i;
char *path;
for(i = 0; i < NUM_GAME_FX; i++) {
path=tb1_data_file(game_fx_names[i],path_to_data);
if(path) {
game_fx[i] = Mix_LoadWAV(path);
free(path);
}
}
}
int initSound(char *path_to_data) {
/* open the audio device */
if(Mix_OpenAudio(22050, AUDIO_U16, 1, 1024) < 0) {
fprintf(stderr, "can't open audio: %s\n", SDL_GetError());
exit(2);
}
loadFX(path_to_data);
return 0;
}
void shutdownSound() {
Mix_CloseAudio();
}
int loadSound(char *name) {
music = Mix_LoadMUS(name);
return 0;
}
int playSound() {
if( ! Mix_PlayingMusic() )
Mix_PlayMusic(music, -1);
/* todo: remove the following once the bug in SDL_mixer is fixed */
/* we don't want too many references to game objects here */
// setMusicVolume(game->settings->musicVolume);
return 0;
}
int stopSound() {
if( Mix_PlayingMusic() )
Mix_HaltMusic();
return 0;
}
void soundIdle() {
/* sdl_mixer uses pthreads, so no work here */
return;
}
void playGameFX(int fx) {
Mix_PlayChannel(-1, game_fx[fx], 0);
// fprintf(stderr, "fx on channel %d\n", Mix_PlayChannel(-1, game_fx[fx], 0));
}
void setMusicVolume(float volume) {
if(volume > 1) volume = 1;
if(volume < 0) volume = 0;
Mix_VolumeMusic((int)(volume * 128));
}
void setFxVolume(float volume) {
if(volume > 1) volume = 1;
if(volume < 0) volume = 0;
Mix_Volume(-1, (int)(volume * 128));
}