starfighter/code/audio.cpp

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/*
Copyright (C) 2003 Parallel Realities
This program 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 (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
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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Starfighter.h"
Mix_Chunk *sound[MAX_SOUNDS];
void playSound(int sid, float x)
{
if ((!engine.useSound) || (!engine.useAudio))
return;
int channel;
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;
#if USEPACK
unpack(filename, PAK_WAV);
chunk = Mix_LoadWAV_RW(engine.sdlrw, 1);
#else
chunk = Mix_LoadWAV(filename);
#endif
return chunk;
}
void loadMusic(const char *filename)
{
if (Mix_PlayingMusic())
Mix_HaltMusic();
if (engine.music != NULL)
Mix_FreeMusic(engine.music);
#if USEPACK
if(!unpack(filename, PAK_MOD))
return;
char musicFilename[PATH_MAX];
strcpy(musicFilename, "");
sprintf(musicFilename, "%smusic.mod", engine.userHomeDirectory);
engine.music = Mix_LoadMUS(musicFilename);
#else
engine.music = Mix_LoadMUS(filename);
#endif
}
void playRandomTrack()
{
if ((!engine.useMusic) || (!engine.useAudio))
return;
int tracks = 0;
char track[][30] = {
"music/Frantic.mod", "music/Artificial.mod", "music/Lunatic.mod", "music/ToxicFriend.mod",
"music/DigitalInferno.mod", "music/TempoTrance.mod", "music/IntoTheMachine.mod"
};
switch(currentGame.system)
{
case 0:
tracks = 3;
break;
case 1:
tracks = 5;
break;
case 2:
case 3:
tracks = 7;
break;
}
switch(currentGame.area)
{
case 5:
case 11:
case 18:
case 25:
loadMusic("music/HardTranceDub.mod");
break;
case 26:
loadMusic("music/LoopsAndTings.mod");
break;
default:
loadMusic(track[rand() % tracks]);
}
Mix_PlayMusic(engine.music, -1);
}