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/*
The Mana World
Copyright 2004 The Mana World Development Team
This file is part of The Mana World.
The Mana World 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
any later version.
The Mana World 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 The Mana World; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/**
rewrite of non-existend sdl-soundengine using allegro
Author: kth5 aka Alexander Baldeck
pipe your question, suggestions and flames to: kth5@gawab.com
*/
#ifdef WIN32
#pragma warning(disable:4312)
#endif
#include <allegro.h>
#include <jgmod.h>
#include "sound.h"
/**
install the sound engine
int voices -> overall reserved voices
int mod_voices -> voices dedicated for mod-playback
NOTE:
overall voices must not be less or equal to the
specified amount of mod_voices!
if mod-voices is too low some mods will not sound
correctly since a couple of tracks are not going
to be played along w/ the others. so missing ins-
truments can be a result.
32/20 sounds realistic here.
*/
void TmwSound::Init(int voices, int mod_voices) {
isOk = -1;
if(mod_voices >= voices)
throw("No voices left for SFX! Sound will be disabled!");
install_timer();
reserve_voices (voices, -1);
#ifdef WIN32
if (install_sound (DIGI_AUTODETECT, MIDI_AUTODETECT, NULL) < 0)
#else
if (install_sound (DIGI_AUTODETECT, MIDI_NONE, NULL) < 0)
#endif
throw("Could not initialize sound... :-(");
if (install_mod (mod_voices) < 0)
throw("Could not install MOD player... :-(");
mod = NULL;
mid = NULL;
sfx = NULL;
pan = 128;
pitch=1000;
items = 0;
isOk = 0;
}
/**
set the volume value-range: 0-255
int digi -> for digital playback
int mid -> for midi playback
int mod -> for... aw, you guess ^^
NOTE:
all values may only be between 0-255 where 0 means
muted.
*/
void TmwSound::SetVol(int digi, int mid, int mod) {
if(isOk==-1)
return;
set_volume(digi, mid);
set_mod_volume(mod);
set_hardware_volume(digi, mid);
if(isMaxVol(vol_digi + digi)==false) vol_digi += digi;
if(isMaxVol(vol_midi + mid) ==false) vol_midi += mid;
if(isMaxVol(vol_mod + mod) ==false) vol_mod += mod;
}
/**
adjusts current volume
int digi -> for digital playback
int mid -> for midi playback
int mod -> for... aw, you guess ^^
NOTE:
all values may only be between 0-255 where 0 means
muted.
*/
void TmwSound::SetAdjVol(int adigi, int amid, int amod) {
if(isOk==-1)
return;
set_volume(vol_digi + adigi, vol_midi + amid);
set_mod_volume(vol_mod + amod);
if(isMaxVol(vol_digi + adigi)==false) vol_digi += adigi;
if(isMaxVol(vol_midi + amid) ==false) vol_midi += amid;
if(isMaxVol(vol_mod + amod) ==false) vol_mod += amod;
}
/**
start BGM using a midi file
char *in -> full path of midi file
int loop -> how many times should the midi be looped? (-1 = infinite)
NOTE:
playing midi does not steal away any voices but
does not work w/ most soundcards w/o software
emulation. this means that *nix-users will most
probably be left out. do not use this unless we
find a way to always get it to work. :-)
at this point of time only standard RMI midi files
can be played. so no m$ extensions like GS and such.
*/
void TmwSound::StartMIDI(char *in, int loop) {
if(isOk==-1)
return;
mid = load_midi(in);
if (!mid) {
isOk=-1;
throw("Could not load MIDI file!");
}
play_midi(mid, TRUE);
}
/**
start BGM using a mod file
char *in -> full path of mod file
int loop -> how many times should the midi be looped? (-1 = infinite)
NOTE:
playing mod is a pretty good choice. most of the work
is being done by the cpu so it's not dependend on the
sound-card how things sound. if it works, it just
works! ;-)
JGMOD supports several formats:
MOD
S3M
XM
Unreal
and S3M (in UMX extension)
*/
void TmwSound::StartMOD(char * in, int loop) {
if(isOk==-1)
return;
mod = load_mod(in);
if(!mod) {
isOk=-1;
throw("Error reading MOD file...");
}
play_mod(mod, TRUE);
}
/**
stop all currently running BGM tracks
NOTE:
you need to stop all playback when you want to
switch from mod to midi. playing a new track is
usually possibe simply by calling StartMIDI() ir
SartMOD() again.
passing NULL to the playing functions only means
to make playback stop.
*/
void TmwSound::StopBGM() {
if(isOk==-1)
return;
play_midi(NULL,-1);
stop_mod();
mod = NULL;
mid = NULL;
}
/**
play short sample usually for sfx
char * in -> full path to the sample file
(int wavid -> the id of the preloaded wav file (not implemented yet))
int pan -> panning of the sound, values can be 0-255 where 128 is
the middle
NOTE:
later on this will be a subsequent call to another
function that preloads all wavs corresponding to
the current area (e.g. monster screams) to memory.
right now the function loads the file from hdd
everytime you want it to be played. this is kind of
resource intensive even though most OS'ses cache a
already loaded file for some time.
allegro supports different formats but this is not
stated clear enough - these will work for sure:
WAV
VOC
i don't know what kind of samples are necessary so we
need to test this thoroughly.
*/
void TmwSound::StartWAV(char * in, int pan) {
if(isOk==-1)
return;
sfx = load_sample(in);
if (!sfx)
throw("Error reading WAV file...");
play_sample(sfx, vol_digi, pan, pitch, FALSE);
}
/**
preloads a sound-item into buffer
char *fpath -> full path to file
char type -> type of item (TMWSOUND_MOD, TMWSOUND_MID, TMWSOUND_SFX)
NOTE:
only TMWSOUND_SFX items get preloaded. everything
else will only store the full path to the file.
please make sure that the object is not loaded more
than once since the function will not be able to run
checks for its own!
*/
TMWSOUND_SID TmwSound::LoadItem(char *fpath, char type) {
POOL_ITEM item;
if(type == TMWSOUND_SFX) {
if(!(item.data = (void*)load_sample(fpath)))
throw(sprintf("Unable to load sample: %s\n", fpath));
}
items++;
item.id = items;
item.type = type;
item.fname = fpath;
soundpool.push_front(item);
return item.id;
}
/**
deinstall all sound functionality
NOTE:
normally you won't need to call this since this is
done by allegro when shutting itself down. but if
you find a reason to delete the sound-engine from
memory (e.g. garbage-collection) feel free to use
it. :-P
*/
void TmwSound::Close(void) {
mod = NULL;
mid = NULL;
sfx = NULL;
remove_mod();
remove_sound();
isOk = -1;
}
/** PRIVATE */
bool TmwSound::isMaxVol(int vol) {
if( vol > 0 && vol < 255 ) return false;
else return true;
}
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