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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
*
* $Id$
*/
#include "sound.h"
#ifdef __DEBUG
#include <iostream>
#endif
/**
\brief install the sound engine
\param voices overall reserved voices
\param 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 Sound::init(int voices, int mod_voices) {
if (isOk == 0) {
throw("Sound engine cannot be initialized twice!\n");
}
bgm = NULL;
int audio_rate = 44100;
Uint16 audio_format = AUDIO_S16; /* 16-bit stereo */
int audio_channels = 2;
int audio_buffers = 4096;
if (Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers)) {
#ifndef __DEBUG
throw("Unable to open audio device!\n");
#else
throw(Mix_GetError());
#endif
}
Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
pan = 128;
items = -1;
isOk = 0;
#ifdef __DEBUG
std::cout << "Sound::Init() Initializing Sound\n";
#endif
}
/**
\brief set the volume value-range: 0-128
\param music volume value
NOTE:
all values may only be between 0-128 where 0 means
muted.
*/
void Sound::setVolume(int music) {
if (isOk == -1)
return;
if (isMaxVol(music) == false) {
vol_music = music;
Mix_VolumeMusic(vol_music);
}
}
/**
\brief adjusts current volume
\param amusic volume difference
*/
void Sound::adjustVolume(int amusic) {
if (isOk == -1)
return;
if (!isMaxVol(vol_music + amusic)) {
vol_music += amusic;
Mix_VolumeMusic(vol_music);
}
}
/**
\brief start BGM
\param in full path to file
\param loop how many times should the midi be looped? (-1 = infinite)
*/
void Sound::startBgm(char * in, int loop) {
if (isOk == -1)
return;
if (bgm != NULL) {
stopBgm();
}
bgm = Mix_LoadMUS(in);
Mix_PlayMusic(bgm, loop);
#ifdef __DEBUG
std::cout << "Sound::startBgm() Playing \"" << in << "\" " << loop << " times\n";
#endif
}
/**
\brief 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 simple as calling StartMIDI() or StartMOD() again.
passing NULL to the playing functions only means to make
playback stop.
*/
void Sound::stopBgm() {
if (isOk == -1) {
return;
}
#ifdef __DEBUG
std::cout << "Sound::stopBgm()\n";
#endif
if (bgm != NULL) {
Mix_HaltMusic();
Mix_FreeMusic(bgm);
bgm = NULL;
}
}
/**
\brief preloads a sound-item into buffer
\param fpath full path to file
\param type type of item (SOUND_MOD, SOUND_MID, SOUND_SFX)
NOTE:
please make sure that the object is not loaded more
than once since the function will not run any checks
on its own!
the return value should be kept as a reference to the
object loaded. if not it is practicaly lost.
*/
SOUND_SID Sound::loadItem(char *fpath) {
#ifdef __DEBUG
std::cout << "Sound::loadItem() precaching \"" << fpath << "\"\n";
#endif
Mix_Chunk *newItem;
if( (newItem = Mix_LoadWAV(fpath)) ) {
soundpool[++items] = newItem;
#ifdef __DEBUG
std::cout << "Sound::loadItem() success SOUND_SID = " << items << std::endl;
#endif
return items;
}
return 0;
}
/**
\brief plays an item in soundpool
\param id id returned to the item in the soundpool
\param volume volume the sound should be played with (possible range: 0-128)
*/
void Sound::startItem(SOUND_SID id, int volume) {
if (soundpool[id]) {
#ifdef __DEBUG
std::cout << "Sound::startItem() playing SOUND_SID = " << id << std::endl;
#endif
Mix_VolumeChunk(soundpool[id], volume);
Mix_PlayChannel(-1, soundpool[id], 0);
}
}
/**
\brief wipe all items off the cache
*/
void Sound::clearCache() {
for(SOUND_SID i = 0; i == items; i++) {
Mix_FreeChunk(soundpool[i]);
soundpool[i] = NULL;
}
soundpool.clear();
#ifdef __DEBUG
std::cout << "Sound::clearCache() wiped all items off the cache\n";
#endif
}
/**
\brief deinstall all sound functionality
NOTE:
normally you won't need to call this since this is
done by SDL 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 Sound::close(void) {
isOk = -1;
clearCache();
Mix_CloseAudio();
#ifdef __DEBUG
std::cout << "Sound::close() shutting down Sound\n";
#endif
}
/**
\brief checks if value equals min-/maximum volume and returns
true if that's the case.
*/
bool Sound::isMaxVol(int vol) {
if (vol > 0 && vol < 128) return false;
else return true;
}
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