178 lines
5.1 KiB
C
178 lines
5.1 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <SDL_mixer.h>
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#include "mixer.h"
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#include "util.h"
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#include "io_util.h"
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#include "settings.h"
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#include "random.h"
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static Mix_Chunk *effects[LAST_EFFECT];
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static Mix_Music *current_song = NULL;
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static Music loaded_song = LAST_MUSIC;
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static char *music[LAST_MUSIC] = {
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"Sounds/Music/fantasy-forest-battle.ogg", // MENU_MUSIC
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"Sounds/Music/fantasy-game-background-looping.ogg", // GAME_MUSIC0
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"Sounds/Music/bog-creatures-on-the-move-looping.ogg", // GAME_MUSIC1
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"Sounds/Music/fantascape-looping.ogg", // GAME_MUSIC2
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"Sounds/Music/forward-assault.ogg" // BOSS_MUSIC0
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};
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static Mix_Music*
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load_song(char *path)
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{
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Mix_Music *m = Mix_LoadMUS_RW(io_load_rwops(path), true);
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if (m == NULL)
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fatal("Failed to load music: %s", Mix_GetError());
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return m;
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}
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static Mix_Chunk*
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load_effect(char *path)
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{
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Mix_Chunk *effect = Mix_LoadWAV_RW(io_load_rwops(path), true);
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if (effect == NULL)
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fatal("Failed to load effect: %s", Mix_GetError());
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return effect;
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}
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static void
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load_effects(void)
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{
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effects[CLICK] = load_effect("Sounds/FX/click.wav");
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effects[SWING0] = load_effect("Sounds/FX/swing.wav");
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effects[SWING1] = load_effect("Sounds/FX/swing2.wav");
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effects[SWING2] = load_effect("Sounds/FX/swing3.wav");
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effects[SWOOSH] = load_effect("Sounds/FX/swoosh.wav");
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effects[TRIPPLE_SWING] = load_effect("Sounds/FX/tripple_swing.wav");
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effects[SWORD_HIT] = load_effect("Sounds/FX/sword_hit.wav");
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effects[DOUBLE_SWORD_HIT] = load_effect("Sounds/FX/double_sword_hit.wav");
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effects[TRIPPLE_SWORD_HIT] = load_effect("Sounds/FX/tripple_sword_hit.wav");
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effects[BONK] = load_effect("Sounds/FX/bonk.wav");
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effects[DEATH] = load_effect("Sounds/FX/death.wav");
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effects[COIN] = load_effect("Sounds/FX/coin.wav");
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effects[BOTTLE] = load_effect("Sounds/FX/bottle.wav");
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effects[BUBBLE0] = load_effect("Sounds/FX/bubble.wav");
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effects[BUBBLE1] = load_effect("Sounds/FX/bubble2.wav");
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effects[BUBBLE2] = load_effect("Sounds/FX/bubble3.wav");
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effects[EAT] = load_effect("Sounds/FX/eat.wav");
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effects[LEVEL_UP] = load_effect("Sounds/FX/level_up.wav");
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effects[NEXT_LEVEL] = load_effect("Sounds/FX/next_level.wav");
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effects[SPLAT] = load_effect("Sounds/FX/splat.wav");
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effects[PLAYER_HIT0] = load_effect("Sounds/FX/fistpunch_vocal_01.wav");
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effects[PLAYER_HIT1] = load_effect("Sounds/FX/fistpunch_vocal_02.wav");
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effects[PLAYER_HIT2] = load_effect("Sounds/FX/fistpunch_vocal_03.wav");
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effects[DAGGER_PICKUP] = load_effect("Sounds/FX/dagger_pickup.wav");
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effects[FALL0] = load_effect("Sounds/FX/fall0.wav");
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effects[FALL1] = load_effect("Sounds/FX/fall1.wav");
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effects[SLAM] = load_effect("Sounds/FX/slam.wav");
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effects[MAGIC_PICKUP] = load_effect("Sounds/FX/magic_pickup.wav");
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effects[CHEST_OPEN] = load_effect("Sounds/FX/chest_open.wav");
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effects[FADE_IN] = load_effect("Sounds/FX/fade_in.wav");
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effects[FADE_OUT] = load_effect("Sounds/FX/fade_out.wav");
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effects[BURST] = load_effect("Sounds/FX/burst.wav");
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}
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void
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mixer_init(void)
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{
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if (Mix_OpenAudio( 44100, MIX_DEFAULT_FORMAT, 2, 2048 ) == -1) {
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fatal("Failed to load sound: %s", Mix_GetError());
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}
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load_effects();
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}
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bool
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mixer_toggle_sound(void)
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{
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Settings *settings = settings_get();
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settings->sound_enabled = !settings->sound_enabled;
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return settings->sound_enabled;
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}
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bool
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mixer_toggle_music(GameState *state)
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{
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Settings *settings = settings_get();
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settings->music_enabled = !settings->music_enabled;
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if (Mix_PlayingMusic() && !settings->music_enabled)
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Mix_PauseMusic();
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else if (Mix_PausedMusic())
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Mix_ResumeMusic();
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else {
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if (*state == MENU)
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mixer_play_music(MENU_MUSIC);
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else
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mixer_play_music(GAME_MUSIC0 + get_random(2));
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}
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return settings->music_enabled;
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}
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void
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mixer_play_effect(Fx fx)
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{
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if (!settings_get()->sound_enabled)
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return;
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if (Mix_PlayChannel( -1, effects[fx], 0) == -1)
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error("Unable to play sound: %u", (unsigned int) fx);
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}
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void
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mixer_play_music(Music mus)
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{
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if (!settings_get()->music_enabled)
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return;
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if (mus != loaded_song) {
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if (current_song)
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Mix_FreeMusic(current_song);
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current_song = load_song(music[mus]);
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loaded_song = mus;
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}
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if (Mix_PlayingMusic())
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mixer_stop_music();
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if (Mix_PlayMusic(current_song, -1) == -1)
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fatal("Failed to play music");
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}
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void
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mixer_stop_music(void)
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{
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if (Mix_PlayingMusic())
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Mix_HaltMusic();
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}
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void
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mixer_close(void)
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{
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for (size_t i = 0; i < LAST_EFFECT; ++i)
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Mix_FreeChunk(effects[i]);
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if (current_song)
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Mix_FreeMusic(current_song);
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Mix_CloseAudio();
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}
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