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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name music.cpp - Background music support */
//
// (c) Copyright 2002-2008 by Lutz Sammer, Nehal Mistry, and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include "stratagus.h"
#include <stdio.h>
#include "SDL.h"
#include "sound_server.h"
#include "script.h"
/*----------------------------------------------------------------------------
-- Declaration
----------------------------------------------------------------------------*/
#define SoundFrequency 44100 // sample rate of dsp
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
static SDL_mutex *MusicFinishedMutex; /// Mutex for MusicFinished
static bool MusicFinished; /// Music ended and we need a new file
bool CallbackMusic; /// flag true callback ccl if stops
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Callback for when music has finished
** Note: we are in the sdl audio thread
*/
static void MusicFinishedCallback(void)
{
SDL_LockMutex(MusicFinishedMutex);
MusicFinished = true;
SDL_UnlockMutex(MusicFinishedMutex);
}
/**
** Check if music is finished and play the next song
*/
void CheckMusicFinished(bool force)
{
bool proceed;
SDL_LockMutex(MusicFinishedMutex);
proceed = MusicFinished;
MusicFinished = false;
SDL_UnlockMutex(MusicFinishedMutex);
if ((proceed || force) && SoundEnabled() && IsMusicEnabled() && CallbackMusic) {
lua_pushstring(Lua, "MusicStopped");
lua_gettable(Lua, LUA_GLOBALSINDEX);
if (!lua_isfunction(Lua, -1)) {
fprintf(stderr, "No MusicStopped function in Lua\n");
StopMusic();
} else {
LuaCall(0, 1);
}
}
}
/**
** Init music
*/
void InitMusic(void)
{
MusicFinished = false;
MusicFinishedMutex = SDL_CreateMutex();
SetMusicFinishedCallback(MusicFinishedCallback);
}
//@}
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