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// sound.c
// Egoboo, Copyright (C) 2000 Aaron Bishop
#include "egoboo.h"
#include "sound.h"
#define MAX_SDL_SOUND 512 // Max of 512 loaded sound
#define MAX_SDL_MIXING_SOUND 16 // Max of simultaneous playing sounds
BOOL gSoundOn = FALSE;
SDL_AudioSpec *gHardwareSpec = NULL;
SDLSound *gSDLSoundList = NULL;
SDLActiveSound *gSDLSoundChannelList = NULL;
BOOL gSoundMixingPaused = TRUE;
Uint32 gNumChannelToMix = 0;
Uint32 gSoundOutputSPS; // sample per second
Uint32 gSoundOutputMixBufferSize;
Uint32 gSoundMaxSoundChannel;
//------------------------------------------------------------------------------
//Sound Routines----------------------------------------------------------------
//------------------------------------------------------------------------------
/*----------------
Returns the nunber of sample for the specified sound buffer
Don't work on compressed sounds ( ADPCM )
prog:
Germain Sauv
----------------*/
Sint32 GetNumSamples( Uint16 format, Uint8 channels, Uint32 size )
{
Uint8 lBytePerChan = 0;
Sint32 lNumSample;
switch( format )
{
case AUDIO_U8:
case AUDIO_S8:
lBytePerChan = 1;
break;
case AUDIO_U16LSB:
case AUDIO_S16LSB:
case AUDIO_U16MSB:
case AUDIO_S16MSB:
lBytePerChan = 2;
break;
default:
return -1; // format undefined
break;
}
lNumSample = size / (lBytePerChan * channels);
return lNumSample;
}
/*----------------
Returns the index of a free SDL_sound or -1 if any are available
prog:
Germain Sauv
----------------*/
Sint32 GetFreeSoundIdx()
{
Sint32 lCheckIdx;
if ( gSDLSoundList == NULL )
{
return -1;
}
lCheckIdx = 0;
while ( lCheckIdx < MAX_SDL_SOUND )
{
if ( gSDLSoundList[lCheckIdx].m_Free )
{
return lCheckIdx;
}
lCheckIdx++;
}
return -1;
}
/*----------------
Returns the index of a free SDL_sound or -1 if any are available
prog:
Germain Sauv
----------------*/
Sint32 GetFreePlayingIdx()
{
Sint32 lCheckIdx;
if ( gSDLSoundChannelList == NULL )
{
return -1;
}
lCheckIdx = 0;
while ( lCheckIdx < (Sint32)gNumChannelToMix )
{
if ( !gSDLSoundChannelList[lCheckIdx].m_Active )
{
return lCheckIdx;
}
lCheckIdx++;
}
return -1;
}
/*----------------
Main mixing callback function
Doesn't support looping sounds.
prog:
Germain Sauv
----------------*/
void EgobooSoundMixCallback( void *userdata, Uint8 *stream, int len)
{
Uint32 lCompt;
Uint32 lSizeToMix;
if ( gSDLSoundChannelList == NULL )
{
return;
}
lCompt = 0;
while (lCompt < gNumChannelToMix )
{
if ( gSDLSoundChannelList[lCompt].m_Active )
{
// check if the sound buffer still exist
if ( gSDLSoundList[gSDLSoundChannelList[lCompt].m_SoundBufferIdx].m_Free == FALSE )
{
// mix the sound in the stream
if ( (gSDLSoundChannelList[lCompt].m_CurPlayPos + len) < gSDLSoundList[gSDLSoundChannelList[lCompt].m_SoundBufferIdx].m_AudioLen )
{
SDL_MixAudio( stream, &gSDLSoundList[gSDLSoundChannelList[lCompt].m_SoundBufferIdx].m_AudioBuffer[gSDLSoundChannelList[lCompt].m_CurPlayPos], len, gSDLSoundChannelList[lCompt].m_Volume );
gSDLSoundChannelList[lCompt].m_CurPlayPos += len;
}
else
{
lSizeToMix = gSDLSoundList[gSDLSoundChannelList[lCompt].m_SoundBufferIdx].m_AudioLen - gSDLSoundChannelList[lCompt].m_CurPlayPos;
SDL_MixAudio( stream, &gSDLSoundList[gSDLSoundChannelList[lCompt].m_SoundBufferIdx].m_AudioBuffer[gSDLSoundChannelList[lCompt].m_CurPlayPos], lSizeToMix, gSDLSoundChannelList[lCompt].m_Volume );
// no looping for now
gSDLSoundChannelList[lCompt].m_Active = FALSE;
}
// update the sound channel
}
else
{
// stop this sound channel since it points to an unused sound
gSDLSoundChannelList[lCompt].m_Active = FALSE;
}
}
lCompt++;
}
}
/*----------------
Initialize SDL sound system
prog:
Germain Sauv
----------------*/
BOOL InitSound( Uint32 pBufferSize, Uint32 pFreq, Uint32 pMaxSoundChannel )
{
int OpenErr;
Sint32 lCompt;
if ( pMaxSoundChannel > MAX_SDL_MIXING_SOUND)
{
pMaxSoundChannel = MAX_SDL_MIXING_SOUND;
}
gNumChannelToMix = pMaxSoundChannel;
gHardwareSpec = (SDL_AudioSpec *)malloc( sizeof( SDL_AudioSpec ) );
gHardwareSpec->freq = pFreq;
gHardwareSpec->format = AUDIO_S16SYS; // 16 bit
gHardwareSpec->channels = 1; // MONO for the beta
gHardwareSpec->samples = pBufferSize; // in samples
gHardwareSpec->size = 0; // will be set by samples
gHardwareSpec->callback = EgobooSoundMixCallback;
gHardwareSpec->userdata = NULL;
OpenErr = SDL_OpenAudio(gHardwareSpec, NULL);
if ( OpenErr < 0)
{
// error
return FALSE;
}
// initialize the sound list and the sound channels
gSDLSoundList = (SDLSound *)malloc( sizeof(SDLSound) * MAX_SDL_SOUND );
gSDLSoundChannelList = (SDLActiveSound *)malloc( sizeof( SDLActiveSound ) * pMaxSoundChannel);
if ( gSDLSoundList != NULL && gSDLSoundChannelList != NULL )
{
for ( lCompt = 0; lCompt < MAX_SDL_SOUND; lCompt++ )
{
gSDLSoundList[lCompt].m_Free = TRUE;
gSDLSoundList[lCompt].m_AudioBuffer = NULL;
}
for ( lCompt = 0; lCompt < (Sint32)pMaxSoundChannel; lCompt++ )
{
gSDLSoundChannelList[lCompt].m_Active = FALSE;
}
gSoundOn = TRUE;
SDL_PauseAudio( 0 ); // start mixing sounds
gSoundMixingPaused = FALSE;
}
return TRUE;
}
/*----------------
Shutdown SDL sound system
prog:
Germain Sauv
----------------*/
BOOL ShutdownSound( void )
{
if ( gSoundOn == TRUE )
{
SDL_PauseAudio( 1 );
gSoundMixingPaused = TRUE;
SDL_CloseAudio();
if ( gHardwareSpec != NULL )
{
free( gHardwareSpec );
}
gSoundOn = FALSE;
}
return TRUE;
}
/*----------------
Looks for an inactive sound channel and plays the sound "index" with volume.
Doesn't use pan and frequency
prog:
Germain Sauv
prog X
----------------*/
void play_sound_pvf(int index, int pan, int volume, int frequency)
{
// ZZ> This function starts playing a sound
Sint32 lFreeChannel;
float lCalcVolume;
/*
pan goes from -10000 to 10000 and volume goes from 0 to -10000.
for now, only volume count and panning is simulated
*/
if ( gSoundOn == FALSE || index < 0 || index >= MAX_SDL_SOUND )
{
return;
}
if ( gSDLSoundList[index].m_Free == TRUE)
{
// no sound at index
return;
}
SDL_LockAudio();
lFreeChannel = GetFreePlayingIdx();
if ( lFreeChannel != -1 )
{
gSDLSoundChannelList[lFreeChannel].m_Active = TRUE;
gSDLSoundChannelList[lFreeChannel].m_SoundBufferIdx = (Uint32)index;
gSDLSoundChannelList[lFreeChannel].m_IsLooped = FALSE;
gSDLSoundChannelList[lFreeChannel].m_CurPlayPos = 0;
lCalcVolume = 128.0f + ((float)volume / 78.25 );
if ( lCalcVolume <= 0.0f)
{
lCalcVolume = 0.0f;
}
else
{
// simulate panning
if ( pan != 0 )
{
lCalcVolume -= (lCalcVolume / 2.0f) * (abs( pan ) / 10000.0f);
}
}
gSDLSoundChannelList[lFreeChannel].m_Volume = (Uint32)lCalcVolume; // cheap for the moment
//printf("Ask to play sound index %i\n", index);
}
SDL_UnlockAudio();
/*PORT
if(index < numsound && index >= 0 && soundon)
{
lpDSBuffer[index]->Stop();
lpDSBuffer[index]->SetCurrentPosition(0);
lpDSBuffer[index]->SetPan(pan);
lpDSBuffer[index]->SetVolume(volume);
lpDSBuffer[index]->SetFrequency(frequency);
lpDSBuffer[index]->Play(0, 0, 0);
}
*/
}
//------------------------------------------------------------------------------
void play_sound_skip(int index, int skip)
{
// ZZ> This function starts playing a sound with padding
/*PORT
if(index < numsound && index >= 0 && soundon)
{
lpDSBuffer[index]->Stop();
lpDSBuffer[index]->SetCurrentPosition(skip);
lpDSBuffer[index]->SetPan(PANMID);
lpDSBuffer[index]->SetVolume(VOLMAX);
lpDSBuffer[index]->SetFrequency(11025);
lpDSBuffer[index]->Play(0, 0, 0);
}
*/
}
//------------------------------------------------------------------------------
void play_sound_pvf_looped(int index, int pan, int volume, int frequency)
{
// ZZ> This function starts playing a looped sound
/* PORT
if(index < numsound && index >= 0 && soundon)
{
lpDSBuffer[index]->SetPan(pan);
lpDSBuffer[index]->SetVolume(volume);
lpDSBuffer[index]->SetFrequency(frequency);
lpDSBuffer[index]->Play(0, 0, DSBPLAY_LOOPING);
}
*/
}
/*----------------
Stop all sound channels playing sound "index"
prog:
Germain Sauv
prog X
----------------*/
void stop_sound(int index)
{
// since there isn't any concept of sound channel on DiretcX ( weird )
// stop_sound looks for any sound channel currently playing "index" and stops it
Uint32 lCheckChan;
if ( gSoundOn == FALSE || index < 0 || index >= MAX_SDL_SOUND )
{
return;
}
SDL_LockAudio();
for ( lCheckChan = 0; lCheckChan < MAX_SDL_MIXING_SOUND; lCheckChan++ )
{
if ( gSDLSoundChannelList[lCheckChan].m_Active )
{
if ( gSDLSoundChannelList[lCheckChan].m_SoundBufferIdx == (Uint32)index )
{
gSDLSoundChannelList[lCheckChan].m_Active = FALSE;
}
}
}
SDL_UnlockAudio();
}
/*----------------
Stop a specific sound channel
prog:
Germain Sauv
----------------*/
void StopSoundChannel( Uint32 pChannel )
{
if ( gSoundOn == FALSE || pChannel >= MAX_SDL_MIXING_SOUND )
{
return;
}
SDL_LockAudio();
gSDLSoundChannelList[pChannel].m_Active = FALSE;
SDL_UnlockAudio();
}
/*----------------
Stop all sound channel
prog:
Germain Sauv
----------------*/
void StopAllSoundChannel( void )
{
Uint32 lCompt;
if ( gSoundOn == FALSE )
{
return;
}
SDL_LockAudio();
for ( lCompt = 0; lCompt < MAX_SDL_MIXING_SOUND; lCompt++ )
{
gSDLSoundChannelList[lCompt].m_Active = FALSE;
}
SDL_UnlockAudio();
}
/*----------------
prog:
Germain Sauv
----------------*/
void PauseMixingSound( void )
{
if (!gSoundMixingPaused && gSoundOn)
{
SDL_PauseAudio( 1 );
gSoundMixingPaused = TRUE;
}
}
/*----------------
prog:
Germain Sauv
----------------*/
void ResumeMixingSound( void )
{
if (gSoundMixingPaused && gSoundOn)
{
SDL_PauseAudio( 1 );
gSoundMixingPaused = FALSE;
}
}
/*----------------
prog:
Germain Sauv
----------------*/
BOOL IsMixingPaused( void )
{
return gSoundMixingPaused;
}
/*----------------
Remove the sound "index" from the list and from memory
prog:
Germain Sauv
----------------*/
void RemoveSound( Uint32 index )
{
if ( gSoundOn == FALSE || index < 0 || index >= MAX_SDL_SOUND )
{
return;
}
if ( gSDLSoundList[index].m_Free )
{
return;
}
SDL_LockAudio();
if ( gSDLSoundList[index].m_AudioBuffer != NULL )
{
free( gSDLSoundList[index].m_AudioBuffer );
gSDLSoundList[index].m_AudioBuffer = NULL;
}
gSDLSoundList[index].m_Free = TRUE;
SDL_UnlockAudio();
}
/*----------------
Remove all sounds from the list
prog:
Germain Sauv
prog X
----------------*/
void reset_sounds()
{
Uint32 lCompt;
if ( gSoundOn == FALSE )
{
return;
}
StopAllSoundChannel();
for ( lCompt = 0; lCompt < MAX_SDL_SOUND; lCompt++ )
{
RemoveSound( lCompt );
}
/*PORT
int cnt = 0;
if(numsound == 0)
{
// Set 'em all to unused
while(cnt < MAXSOUND)
{
lpDSBuffer[cnt] = NULL;
cnt++;
}
}
else
{
// Free 'em up
while(cnt < numsound)
{
lpDSBuffer[cnt]->Stop();
RELEASE(lpDSBuffer[cnt]);
cnt++;
}
}
numsound = 0;
*/
}
/*----------------
Loads one .wav file and returns its index number or -1 if it failed
prog:
Germain Sauv
prog X
----------------*/
int load_one_wave(char *szFileName)
{
SDL_AudioCVT wav_cvt;
SDL_AudioSpec wav_spec;
Uint32 wav_length;
Uint32 wav_cvt_len;
Uint8 *wav_buffer;
Sint32 lSDLSoundIdx;
int ret;
Sint32 lNumSample;
if ( gSoundOn == FALSE ) { return -1; }
lSDLSoundIdx = GetFreeSoundIdx();
if ( lSDLSoundIdx == -1 ) { return -1; }
/* Load the WAV */
if( SDL_LoadWAV(szFileName, &wav_spec, &wav_buffer, &wav_length) == NULL ) { return -1; }
//printf("loading sound %s at index %i\n", szFileName, lSDLSoundIdx);
// convert the wav to 16 bit mono at hardware SPS
ret = SDL_BuildAudioCVT( &wav_cvt, wav_spec.format, wav_spec.channels, wav_spec.freq,
AUDIO_S16SYS, 1, gHardwareSpec->freq );
if ( ret == -1 ) { SDL_FreeWAV(wav_buffer); return -1; }
if ( gSDLSoundList[lSDLSoundIdx].m_AudioBuffer != NULL )
{
free( gSDLSoundList[lSDLSoundIdx].m_AudioBuffer );
gSDLSoundList[lSDLSoundIdx].m_AudioBuffer = NULL;
}
lNumSample = GetNumSamples(wav_spec.format,wav_spec.channels,wav_length);
if ( lNumSample == -1 ) { SDL_FreeWAV(wav_buffer); return -1; }
wav_cvt_len = (Uint32)((float)(lNumSample * 2) * ( (float)gHardwareSpec->freq / (float)wav_spec.freq )); // 16 bit mono
if ( wav_cvt_len < wav_length )
{
gSDLSoundList[lSDLSoundIdx].m_AudioBuffer = (Uint8 *)malloc( wav_length );
}
else
{
gSDLSoundList[lSDLSoundIdx].m_AudioBuffer = (Uint8 *)malloc( wav_cvt_len );
}
gSDLSoundList[lSDLSoundIdx].m_AudioLen = wav_cvt_len;
wav_cvt.buf = gSDLSoundList[lSDLSoundIdx].m_AudioBuffer;
wav_cvt.len = wav_length;
memcpy( gSDLSoundList[lSDLSoundIdx].m_AudioBuffer, wav_buffer, wav_length );
// Free memory used by WAV file
SDL_FreeWAV(wav_buffer);
ret = SDL_ConvertAudio(&wav_cvt);
if ( ret == -1 ) { free( gSDLSoundList[lSDLSoundIdx].m_AudioBuffer ); gSDLSoundList[lSDLSoundIdx].m_AudioBuffer=NULL; return -1; }
// weird bug!!! probably ADPCM
if (wav_cvt_len != wav_cvt.len*wav_cvt.len_ratio)
{
if ( wav_cvt_len > wav_cvt.len*wav_cvt.len_ratio )
{
gSDLSoundList[lSDLSoundIdx].m_AudioLen = wav_cvt.len*wav_cvt.len_ratio;
}
else
{
// Major error
// will probably crash anyway
free( gSDLSoundList[lSDLSoundIdx].m_AudioBuffer );
gSDLSoundList[lSDLSoundIdx].m_AudioBuffer = NULL;
return -1;
}
}
gSDLSoundList[lSDLSoundIdx].m_Free = FALSE;
return lSDLSoundIdx;
/* PORT
DSBUFFERDESC dsbd;
LPVOID pbData = NULL;
LPVOID pbData2 = NULL;
DWORD dwLength;
DWORD dwLength2;
UINT Size;
DWORD Samples;
WAVEFORMATEX *WaveFormat;
BYTE *Data;
HRESULT hr;
// Only bother if sound is available
if(soundon)
{
// Load the data from the file into memory ( at Data )
hr = WaveLoadFile(szFileName, &Size, &Samples, &WaveFormat, &Data);
if(hr || Size == 0)
{
// File not loaded, so just quit
return -1;
}
// Set up the direct sound buffer.
memset(&dsbd, 0, sizeof(DSBUFFERDESC));
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = DSBCAPS_STATIC | DSBCAPS_CTRLDEFAULT | DSBCAPS_GETCURRENTPOSITION2;
dsbd.dwBufferBytes = Size;
dsbd.lpwfxFormat = WaveFormat;
hr = lpDirectSound->CreateSoundBuffer(&dsbd, &lpDSBuffer[numsound], NULL);
if(hr)
{
// Free the loadfile memory...
if(WaveFormat!=NULL) GlobalFreePtr(WaveFormat);
if(Data!=NULL) GlobalFreePtr(Data);
return -1;
}
// Get ready to copy data
hr = lpDSBuffer[numsound]->Lock(0, Size, &pbData, &dwLength, &pbData2, &dwLength2, 0L);
if(hr)
{
// The buffer didn't get locked... That's bad
RELEASE(lpDSBuffer[numsound]);
if(WaveFormat!=NULL) GlobalFreePtr(WaveFormat);
if(Data!=NULL) GlobalFreePtr(Data);
return -1;
}
// Copy the data to the sound buffer
memcpy(pbData, Data, Size);
// Set the buffer back to its unlocked state.
hr = lpDSBuffer[numsound]->Unlock(pbData, Size, NULL, 0);
if(hr)
{
// The buffer didn't get unlocked... That's bad
RELEASE(lpDSBuffer[numsound]);
if(WaveFormat!=NULL) GlobalFreePtr(WaveFormat);
if(Data!=NULL) GlobalFreePtr(Data);
return -1;
}
// Set the pan, volume, and frequency
lpDSBuffer[numsound]->SetPan(PANMID);
lpDSBuffer[numsound]->SetVolume(VOLMAX);
lpDSBuffer[numsound]->SetFrequency(FRQDEFAULT);
if(Data!=NULL) GlobalFreePtr(Data);
numsound++;
return numsound-1;
}
return -1;
*/
}
//------------------------------------------------------------------------------
//Music Stuff-------------------------------------------------------------------
// Everything under this can go away!!!!
//------------------------------------------------------------------------------
void load_all_music_sounds(char *modname)
{
// ZZ> This function loads all of the music sounds
char loadname[128];
int cnt;
// Reset instruments
instrumentsloaded = FALSE;
musicon = FALSE;
cnt = 0;
while(cnt < MAXINSTRUMENT)
{
instrumenttosound[cnt] = -1;
cnt++;
}
// Load the data
if(musicvalid)
{
cnt = 0;
while(cnt < MAXINSTRUMENT)
{
sprintf(loadname, FILENAME("%s/music%02d.wav"), modname, cnt);
instrumenttosound[cnt] = load_one_wave(loadname);
if(instrumenttosound[cnt] != -1) instrumentsloaded = TRUE;
cnt++;
}
}
}
//------------------------------------------------------------------------------
void create_ig_trackmaster()
{
// ZZ> This function creates a look-up table. The table tells the
// interactive music code which music??.wav file to play next, based on
// what we want to play, and what we're are playing currently
// Want to play a normal track...
igtrackmaster[IGNORMAL][IGNM01] = IGNM01;
igtrackmaster[IGNORMAL][IGNM02] = IGNM01;
igtrackmaster[IGNORMAL][IGNM03] = IGNM01;
igtrackmaster[IGNORMAL][IGSM01] = IGSM03;
igtrackmaster[IGNORMAL][IGSM02] = IGSM03;
igtrackmaster[IGNORMAL][IGSM03] = IGNM01;
igtrackmaster[IGNORMAL][IGCM01] = IGCM03;
igtrackmaster[IGNORMAL][IGCM02] = IGCM03;
igtrackmaster[IGNORMAL][IGCM03] = IGNM01;
// Want to play a secret track...
igtrackmaster[IGSECRET][IGNM01] = IGSM01;
igtrackmaster[IGSECRET][IGNM02] = IGSM01;
igtrackmaster[IGSECRET][IGNM03] = IGSM01;
igtrackmaster[IGSECRET][IGSM01] = IGSM02;
igtrackmaster[IGSECRET][IGSM02] = IGSM02;
igtrackmaster[IGSECRET][IGSM03] = IGSM01;
igtrackmaster[IGSECRET][IGCM01] = IGCM03;
igtrackmaster[IGSECRET][IGCM02] = IGCM03;
igtrackmaster[IGSECRET][IGCM03] = IGSM01;
// Want to play a combat track...
igtrackmaster[IGCOMBAT][IGNM01] = IGCM01;
igtrackmaster[IGCOMBAT][IGNM02] = IGCM01;
igtrackmaster[IGCOMBAT][IGNM03] = IGCM01;
igtrackmaster[IGCOMBAT][IGSM01] = IGSM03;
igtrackmaster[IGCOMBAT][IGSM02] = IGSM03;
igtrackmaster[IGCOMBAT][IGSM03] = IGCM01;
igtrackmaster[IGCOMBAT][IGCM01] = IGCM02;
igtrackmaster[IGCOMBAT][IGCM02] = IGCM02;
igtrackmaster[IGCOMBAT][IGCM03] = IGCM01;
}
//------------------------------------------------------------------------------
void load_ig_length(char *filename)
{
// ZZ> This function sets up interactive music...
FILE* fileread;
int iTmp;
ignowplaying = IGNM01;
igpasstime = 0;
igfilesize = 87142;
igstopped = TRUE;
ignexttrack = IGNORMAL;
igtrackcount = 1;
fileread = fopen(FILENAME(filename), "r");
if(fileread)
{
globalname = filename;
fscanf(fileread, "%d", &iTmp);
igfilesize = iTmp;
fclose(fileread);
}
play_sound_skip(instrumenttosound[ignowplaying], 0);
}
//------------------------------------------------------------------------------
void check_ig_passage()
{
// ZZ> This function checks the passages every .20 seconds to see if the track
// needs to be changed
int cnt, x, y;
if(igloaded)
{
if(igpasstime >= 10)
{
// Check the passages
x = camtrackx; x = x>>7;
y = camtracky; y = y>>7;
cnt = 0;
while(cnt < numpassage)
{
// Has the passage been setup for music?
if(passtracktype[cnt] != IGNOTRACK)
{
// Is the camera looking at the passage?
if(x >= passtlx[cnt] && x <= passbrx[cnt])
{
if(y >= passtly[cnt] && y <= passbry[cnt])
{
// Do the sound...
ignexttrack = passtracktype[cnt];
igtrackcount = passtrackcount[cnt];
// Reset the passage to normal
passtracktype[cnt] = IGNOTRACK;
cnt = numpassage;
}
}
}
cnt++;
}
igpasstime = 0;
}
else
{
// Don't need to yet
igpasstime++;
}
}
}
//------------------------------------------------------------------------------
void check_ig_music()
{
// ZZ> This function updates the igmusic counter, and plays the next sound
/* PORT
int cnt;
int skip;
int stopped;
int oldplaying;
DWORD dTmp;
if(igloaded)
{
// See if we're ready...
stopped = igstopped;
lpDSBuffer[instrumenttosound[ignowplaying]]->GetCurrentPosition(&dTmp, NULL);
cnt = dTmp; if(cnt == 0) cnt = igfilesize;
skip = igfilesize-cnt; // Bytes left to play
if(skip < 0) skip = 0;
if(skip < 2205) // 2205 bytes = 100 msec
{
// Pick a new track...
oldplaying = ignowplaying;
ignowplaying = igtrackmaster[ignexttrack][ignowplaying];
if(ignowplaying == IGNM01) ignowplaying = allclock%3; // A random normal track
if(oldplaying == ignowplaying && skip > 100) return; // Try in vain to fix problems...
// Start it playing
play_sound_skip(instrumenttosound[ignowplaying], 2205-skip);
stopped = FALSE;
// Down the counters
if(ignowplaying == IGSM02 || ignowplaying == IGCM02)
{
igtrackcount--;
}
if(igtrackcount <= 0) ignexttrack = IGNORMAL;
skip = igfilesize;
}
if(skip < (igfilesize-4000) && igstopped==FALSE)
{
// Stop all old sounds before they start playing again
cnt = 0;
while(cnt < IGINSTRUMENTS)
{
if(cnt != ignowplaying)
{
stop_sound(instrumenttosound[cnt]);
}
cnt++;
}
stopped = TRUE;
}
igstopped = stopped;
}
*/
}
//------------------------------------------------------------------------------
void load_all_music_tracks(char *modname)
{
// ZZ> This function loads the music track file
/*PORT
char loadname[128];
FILE* fileread;
float fTmp;
float playtime;
unsigned int writehead;
int reading;
unsigned int iTmp;
musicon = FALSE;
numtrack = 0;
writehead = 0;
sprintf(loadname, "modules\\%s\\music\\tracks.txt", modname);
fileread = fopen(loadname, "r");
if(fileread != NULL)
{
while(goto_colon_yesno(fileread))
{
fscanf(fileread, "%f", &playtime);
trackheadstart[numtrack] = writehead;
trackmaxtime[numtrack] = playtime*ONESECOND;
reading = TRUE;
while(reading)
{
goto_colon(fileread);
fscanf(fileread, "%f", &fTmp);
if(fTmp >= playtime)
{
reading = FALSE;
trackheadend[numtrack] = writehead;
}
else
{
trackplaytime[writehead] = fTmp*ONESECOND;
fscanf(fileread, "%d", &iTmp); trackplaypan[writehead] = iTmp;
fscanf(fileread, "%d", &iTmp); trackplayvol[writehead] = iTmp;
fscanf(fileread, "%d", &iTmp); trackplayfrq[writehead] = iTmp;
fscanf(fileread, "%d", &iTmp); trackplayinstrument[writehead] = iTmp;
writehead++;
}
}
numtrack++;
}
fclose(fileread);
}
*/
}
//------------------------------------------------------------------------------
void load_music_sequence(char *modname)
{
// ZZ> This function loads the music sequence file
/*PORT
char loadname[128];
FILE* fileread;
unsigned int iTmp;
numsequence = 0;
sequence[0] = 0;
nextsequence = 0;
sprintf(loadname, "modules\\%s\\music\\sequence.txt", modname);
fileread = fopen(loadname, "r");
if(fileread)
{
while(goto_colon_yesno(fileread))
{
fscanf(fileread, "%d", &iTmp);
sequence[numsequence] = iTmp;
numsequence++;
}
fclose(fileread);
}
*/
}
//------------------------------------------------------------------------------
void load_all_music_loops(char *modname)
{
// ZZ> This function loads the music loop file and begins playing
/*PORT
char loadname[128];
FILE* fileread;
int pan, vol, frq, sound;
if(musicvalid)
{
sprintf(loadname, "modules\\%s\\music\\loops.txt", modname);
fileread = fopen(FILENAME(loadname), "r");
if(fileread)
{
while(goto_colon_yesno(fileread))
{
fscanf(fileread, "%d", &pan);
fscanf(fileread, "%d", &vol);
fscanf(fileread, "%d", &frq);
fscanf(fileread, "%d", &sound);
sound = instrumenttosound[sound];
pan = (PANRIGHT*pan/100) + (PANLEFT*(100-pan)/100);
vol = (VOLMAX*vol/100) + (VOLMIN*(100-vol)/100);
play_sound_pvf_looped(sound, pan, vol, frq);
}
fclose(fileread);
}
}
*/
}
//---------------------------------------------------------------------------------------------
void start_music_track(int track)
{
// ZZ> This function starts playing a new track
/*PORT
if(track < numtrack && musicvalid)
{
trackhead = trackheadstart[track];
tracktime = 0;
playingtrack = track;
musicon = TRUE;
}
*/
}
//---------------------------------------------------------------------------------------------
void play_next_track()
{
/*PORT
// ZZ> This function begins playing the next track in the sequence
start_music_track(sequence[nextsequence]);
nextsequence++;
if(nextsequence >= numsequence)
{
nextsequence = 0;
}
*/
}
//---------------------------------------------------------------------------------------------
void stop_music()
{
// ZZ> This function stops the music
/*PORT
musicon = FALSE;
*/
}
//---------------------------------------------------------------------------------------------
void change_music_track(int track)
{
// ZZ> This function starts a new track, but at the same time as the old one
// so we don't miss a beat
/*PORT
int cnt;
if(track < numtrack)
{
trackhead = trackheadstart[track];
cnt = trackplaytime[trackhead];
while(cnt < tracktime)
{
trackhead++;
cnt = trackplaytime[trackhead];
}
tracktime = 0;
playingtrack = track;
musicon = TRUE;
}
*/
}
//---------------------------------------------------------------------------------------------
void play_next_music_sound()
{
// ZZ> This function plays the next sound if its time has come and advances the
// track head
/* PORT
int sound;
int pan;
int vol;
int frq;
int fallout;
if(musicon)
{
// Play all the current sounds
fallout = FALSE;
while(trackplaytime[trackhead] == tracktime && fallout == FALSE)
{
if(trackhead < trackheadend[playingtrack])
{
sound = instrumenttosound[trackplayinstrument[trackhead]];
pan = trackplaypan[trackhead];
pan = (PANRIGHT*pan/100) + (PANLEFT*(100-pan)/100);
vol = trackplayvol[trackhead];
vol = (VOLMAX*vol/100) + (VOLMIN*(100-vol)/100);
frq = trackplayfrq[trackhead];
play_sound_pvf(sound, pan, vol, frq);
}
else
{
fallout = TRUE;
}
trackhead++;
}
// Start new track if finished
tracktime++;
if(tracktime >= trackmaxtime[playingtrack])
{
play_next_track();
}
}
*/
}
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