#include "audio.h" #include #include #include "loader.h" #include "datatypes.h" /* Copyright (c) 2013-2021 Devine Lu Linvega 2018 web port by rezmason 2021 C89 port by rezmason Permission to use, copy, modify, and distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH 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; int Audio_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; } void Audio_Init(void) { Mix_ReserveChannels(RESERVED_CHANNELS); } void Audio_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; } void Audio_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); } } } void Audio_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); } } } void Audio_PlayEffect(EffectName name) { if(_active) { Mix_PlayChannel(-1, effects[name]->chunk, 0); } } void Audio_PlayFootstep(void) { footstep = (footstep + 1) % 2; Audio_PlayEffect(footstep == 1 ? EFFECT_FOOTSTEP_LEFT : EFFECT_FOOTSTEP_RIGHT); } int Audio_GetActive(void) { return _active; } void Audio_SetActive(int active) { if(_active != active) { _active = active; if(_active) { Mix_Resume(-1); } else { Mix_Pause(-1); } } }