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/* -*- C++ -*- */
/*
GAV - Gpl Arcade Volleyball
Copyright (C) 2002
GAV team (http://sourceforge.net/projects/gav/)
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; either version 2 of the License, or
(at your option) any later version.
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., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "Sound.h"
#include <string.h>
#ifdef AUDIO
int Sound::loadAndConvertSound(const char *filename, SDL_AudioSpec *spec,sound_p sound)
{
SDL_AudioCVT cvt;
SDL_AudioSpec loaded;
Uint8 *new_buf;
// printf("loading sound: %s\n", filename);
if(SDL_LoadWAV(filename, &loaded,&sound->samples, &sound->length)==NULL) {
printf("Cannot load the wav file %s\n", filename);
return 1;
}
if (SDL_BuildAudioCVT(&cvt, loaded.format, loaded.channels,loaded.freq,spec->format,
spec->channels,spec->freq)<0)
{
printf("Cannot convert the sound file %s\n", filename);
}
cvt.len =sound->length;
new_buf = (Uint8 *) malloc(cvt.len*cvt.len_mult);
memcpy(new_buf,sound->samples,sound->length);
cvt.buf = new_buf;
if(SDL_ConvertAudio(&cvt)<0) {
printf("Audio conversion failed for file %s\n", filename);
free(new_buf);
SDL_FreeWAV(sound->samples);
return 1;
}
SDL_FreeWAV(sound->samples);
sound->samples = new_buf;
sound->length = sound->length * cvt.len_mult;
return 0;
}
int Sound::playSound(bool loop)
{
int i;
for(i=0;i<MAX_PLAYING_SOUNDS;i++)
{
if(playing[i].active==0)
break;
}
if(i==MAX_PLAYING_SOUNDS)
return 1;
id = i;
SDL_LockAudio();
playing[i].active=1;
playing[i].sound=&this_sound;
playing[i].position=0;
playing[i].loop = loop;
SDL_UnlockAudio();
return 0;
}
void Sound::stopSound() {
playing[id].active = 0;
}
#endif //AUDIO
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