Sigrid Solveig Haflínudóttirwip Plan 9 port8024a895 years agoHistory
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#include "audio.h" #include <SDL2/SDL.h>#include <SDL2/SDL_mixer.h>#include "loader.h"#include "datatypes.h" /*Copyright (c) 2013-2021 Devine Lu Linvega2018 web port by rezmason2021 C89 port by rezmason Permission to use, copy, modify, and distribute this software for anypurpose with or without fee is hereby granted, provided that the abovecopyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIESWITH REGARD TO THIS SOFTWARE.*/ #define loadEffect(effectName, path) success &= Loader_LoadSound(Loader_CreateSound(&effects[effectName], "audio/effect/" path, 0.125))#define createMusic(chapter, path) Loader_CreateSound(&musicByChapter[chapter], "audio/record/" path, 1.0)#define createAmbience(zone, path) Loader_CreateSound(&ambienceByZone[zone], "audio/ambience/" path, 0.2) static Sound *effects[NumberOfEffects];static Sound *musicByChapter[NumberOfChapters];static Sound *ambienceByZone[NumberOfZones];static int _active = 0; static Sound *currentAmbience = NULL;static Sound *currentMusic = NULL;static int footstep = 0; intAudio_PreloadAssets(void){	int success = 1; 	/* sound effects are loaded immediately */	loadEffect(EFFECT_ACTION_DOOR_ACTIVE, "action_DoorActive.mp3");	loadEffect(EFFECT_ACTION_DOOR_INIT, "action_DoorInit.mp3");	loadEffect(EFFECT_ACTION_ENERGY_ACTIVE, "action_EnergyActive.mp3");	loadEffect(EFFECT_ACTION_ENERGY_INIT, "action_EnergyInit.mp3");	loadEffect(EFFECT_ACTION_ENERGY_STACK, "action_EnergyStack.mp3");	loadEffect(EFFECT_ACTION_SEAL_ACTIVE, "action_SealActive.mp3");	loadEffect(EFFECT_ACTION_SEAL_INACTIVE, "action_SealInactive.mp3");	loadEffect(EFFECT_ACTION_SEAL_INIT, "action_SealInit.mp3");	loadEffect(EFFECT_FOOTSTEP_COLLIDE, "footstep_collide.mp3");	loadEffect(EFFECT_FOOTSTEP_LEFT, "footstep_left.mp3");	loadEffect(EFFECT_FOOTSTEP_RIGHT, "footstep_right.mp3");	loadEffect(EFFECT_FOOTSTEP_TURN, "footstep_turn.mp3"); 	/* music is loaded on demand */	createMusic(CHAPTER_ACT1, "music_act1.mp3");	createMusic(CHAPTER_ACT2, "music_act2.mp3");	createMusic(CHAPTER_ACT3, "music_act3.mp3");	createMusic(CHAPTER_ACT4, "music_act4.mp3");	createMusic(CHAPTER_ACT5, "music_act5.mp3");	createMusic(CHAPTER_END, "music_credit.mp3"); 	/* ambience is loaded on demand */	createAmbience(ZONE_ANTECHANNEL, "ambient_antechannel.mp3");	createAmbience(ZONE_CAPSULE, "ambient_capsule.mp3");	createAmbience(ZONE_CIRCULAR, "ambient_circular.mp3");	/* (entente has no ambience) */	createAmbience(ZONE_FOREST, "ambient_forest.mp3");	createAmbience(ZONE_METAMONDST, "ambient_metamondst.mp3");	createAmbience(ZONE_NATANIEV, "ambient_nataniev.mp3");	createAmbience(ZONE_RAINRE, "ambient_rainre.mp3");	createAmbience(ZONE_STONES, "ambient_stones.mp3");	createAmbience(ZONE_STUDIO, "ambient_studio.mp3"); 	return success;} voidAudio_Init(void){	Mix_ReserveChannels(RESERVED_CHANNELS);} voidAudio_Quit(void){	int i;	for(i = 0; i < NumberOfEffects; i++) {		Loader_DestroySound(effects[i]);		effects[i] = NULL;	} 	for(i = 0; i < NumberOfChapters; i++) {		Loader_DestroySound(musicByChapter[i]);		musicByChapter[i] = NULL;	} 	for(i = 0; i < NumberOfZones; i++) {		Loader_DestroySound(ambienceByZone[i]);		ambienceByZone[i] = NULL;	} 	currentAmbience = NULL;	currentMusic = NULL;} voidAudio_SetAmbience(Zone zone){	Sound *ambience = ambienceByZone[zone];	if(currentAmbience == ambience) {		return;	}	Loader_LoadSound(ambience);	if(currentAmbience != NULL) {		Loader_UnloadSound(currentAmbience);	}	currentAmbience = ambience;	if(currentAmbience != NULL) {		Mix_PlayChannel(AMBIENCE_CHANNEL, currentAmbience->chunk, -1);		if(!_active) {			Mix_Pause(AMBIENCE_CHANNEL);		}	}} voidAudio_SetMusic(Chapter chapter){	Sound *music = musicByChapter[chapter];	if(currentMusic == music) {		return;	}	Loader_LoadSound(music);	if(currentMusic != NULL) {		Loader_UnloadSound(currentMusic);	}	currentMusic = music;	if(currentMusic != NULL) {		Mix_PlayChannel(MUSIC_CHANNEL, currentMusic->chunk, -1);		if(!_active) {			Mix_Pause(MUSIC_CHANNEL);		}	}} voidAudio_PlayEffect(EffectName name){	if(_active) {		Mix_PlayChannel(-1, effects[name]->chunk, 0);	}} voidAudio_PlayFootstep(void){	footstep = (footstep + 1) % 2;	Audio_PlayEffect(footstep == 1 ? EFFECT_FOOTSTEP_LEFT : EFFECT_FOOTSTEP_RIGHT);} intAudio_GetActive(void){	return _active;} voidAudio_SetActive(int active){	if(_active != active) {		_active = active;		if(_active) {			Mix_Resume(-1);		} else {			Mix_Pause(-1);		}	}}

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