/* 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 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 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, see . */ #include "Starfighter.h" Mix_Chunk *sound[MAX_SOUNDS]; void playSound(int sid, float x) { if ((!engine.useSound) || (!engine.useAudio)) return; 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 = 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); }