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author | Eugenio Favalli <elvenprogrammer@gmail.com> | 2004-09-26 13:08:46 +0000 |
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committer | Eugenio Favalli <elvenprogrammer@gmail.com> | 2004-09-26 13:08:46 +0000 |
commit | 92bbeab96bf61edf9b7caa125ed67e634258383e (patch) | |
tree | a95dd426590c8e6208445290fa8b9b47c1a57bcb /src/sound/sound.cpp | |
parent | e46b2cdbf205d3d2e17266e3168fdbecd5f53222 (diff) | |
download | mana-92bbeab96bf61edf9b7caa125ed67e634258383e.tar.gz mana-92bbeab96bf61edf9b7caa125ed67e634258383e.tar.bz2 mana-92bbeab96bf61edf9b7caa125ed67e634258383e.tar.xz mana-92bbeab96bf61edf9b7caa125ed67e634258383e.zip |
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Diffstat (limited to 'src/sound/sound.cpp')
-rw-r--r-- | src/sound/sound.cpp | 269 |
1 files changed, 269 insertions, 0 deletions
diff --git a/src/sound/sound.cpp b/src/sound/sound.cpp new file mode 100644 index 00000000..105959ba --- /dev/null +++ b/src/sound/sound.cpp @@ -0,0 +1,269 @@ +/** + + 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; + + 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 than linux-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 stuff. +*/ +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 as long as it 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); +} + +/** + 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 +*/ +int TmwSound::Close(void) { + if(isOk==-1) + return -1; + mod = NULL; + mid = NULL; + sfx = NULL; + + remove_sound(); + isOk = -1; + return 0; +} + +/** PRIVATE */ + +bool TmwSound::isMaxVol(int vol) { + if( vol > 0 && vol < 255 ) return false; + else return true; +} |