starfighter/src/audio.cpp

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012 Guus Sliepen
Copyright (C) 2015 Julian Marchant
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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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
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along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Starfighter.h"
Mix_Chunk *sound[MAX_SOUNDS];
void playSound(int sid, float x)
{
if ((!engine.useSound) || (!engine.useAudio))
return;
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int channel = -1;
static int freechannel = 4;
switch(sid)
{
case SFX_DEATH:
case SFX_CLOCK:
case SFX_FLY:
case SFX_SHIELDUP:
case SFX_PICKUP:
case SFX_CLOAK:
case SFX_PLASMA2:
case SFX_PLASMA3:
channel = -1;
break;
case SFX_PLASMA:
case SFX_LASER:
channel = 0;
break;
case SFX_ENERGYRAY:
case SFX_MISSILE:
channel = 1;
break;
case SFX_HIT:
channel = 2;
break;
case SFX_EXPLOSION:
case SFX_DEBRIS:
case SFX_DEBRIS2:
channel = 3;
break;
}
if(channel == -1) {
channel = freechannel++;
if(freechannel >= 8)
freechannel = 4;
}
int angle = atanf((x - 400) / 400) * 180 / M_PI;
int attenuation = fabsf(x - 400) / 40;
if(angle < 0)
angle += 360;
if(attenuation > 255)
attenuation = 255;
Mix_SetPosition(channel, angle, attenuation);
Mix_PlayChannel(channel, sound[sid], 0);
}
Mix_Chunk *loadSound(const char *filename)
{
Mix_Chunk *chunk;
chunk = Mix_LoadWAV(filename);
return chunk;
}
void loadMusic(const char *filename)
{
if (Mix_PlayingMusic())
Mix_HaltMusic();
if (engine.music != NULL)
Mix_FreeMusic(engine.music);
engine.music = Mix_LoadMUS(filename);
}
void playRandomTrack()
{
if ((!engine.useMusic) || (!engine.useAudio))
return;
int tracks = 4;
char track[][64] = {
"music/railjet_short.ogg", "music/space_dimensions.ogg",
"music/frozen_jam.ogg", "music/sound_and_silence.ogg"
};
switch(currentGame.area)
{
case 0:
loadMusic("music/railjet_short.ogg");
break;
case 5:
case 11:
case 18:
case 25:
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loadMusic("music/orbital_colossus.ogg");
break;
case 26:
loadMusic("music/RE.ogg");
break;
default:
loadMusic(track[rand() % tracks]);
}
Mix_PlayMusic(engine.music, -1);
}