/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012 Guus Sliepen Copyright (C) 2015-2017 Julie Marchant 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 #ifndef NOSOUND #include "SDL_mixer.h" #endif #include "defs.h" #include "structs.h" #include "game.h" #include "engine.h" #include "screen.h" #ifndef NOSOUND static Mix_Chunk *sound[SFX_MAX]; static Mix_Music *music = NULL; #endif void audio_loadSounds() { #ifndef NOSOUND sound[SFX_EXPLOSION] = Mix_LoadWAV("sound/explode.ogg"); sound[SFX_HIT] = Mix_LoadWAV("sound/explode2.ogg"); sound[SFX_DEATH] = Mix_LoadWAV("sound/maledeath.ogg"); sound[SFX_MISSILE] = Mix_LoadWAV("sound/missile.ogg"); sound[SFX_PLASMA] = Mix_LoadWAV("sound/plasma.ogg"); sound[SFX_CLOCK] = Mix_LoadWAV("sound/clock.ogg"); sound[SFX_FLY] = Mix_LoadWAV("sound/flyby.ogg"); sound[SFX_ENERGYRAY] = Mix_LoadWAV("sound/beamLaser.ogg"); sound[SFX_PICKUP] = Mix_LoadWAV("sound/item.ogg"); sound[SFX_SHIELDUP] = Mix_LoadWAV("sound/shield.ogg"); sound[SFX_CLOAK] = Mix_LoadWAV("sound/cloak.ogg"); sound[SFX_DEBRIS] = Mix_LoadWAV("sound/explode3.ogg"); sound[SFX_DEBRIS2] = Mix_LoadWAV("sound/explode4.ogg"); sound[SFX_LASER] = Mix_LoadWAV("sound/laser.ogg"); sound[SFX_PLASMA2] = Mix_LoadWAV("sound/plasma2.ogg"); sound[SFX_PLASMA3] = Mix_LoadWAV("sound/plasma3.ogg"); #endif } void audio_playSound(int sid, float x, float y) { #ifndef NOSOUND int channel = -1; static int freechannel = 4; static int channelVolume[4] = {0, 0, 0, 0}; int angle = atanf((x - (screen->w / 2)) / (screen->w / 2)) * 180 / M_PI; int attenuation = fabsf(x - (screen->w / 2)) / (screen->w / 20); float distance = sqrtf(powf(fabsf(x - (screen->w / 2)), 2) + powf(fabsf(y - (screen->h / 2)), 2)); int volume = MIX_MAX_VOLUME - (MIX_MAX_VOLUME * distance / (3 * screen->w)); if ((!engine.useSound) || (!engine.useAudio) || (volume <= 0)) return; 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; } else { if (Mix_Playing(channel) && (volume <= MIX_MAX_VOLUME / 4) && (channelVolume[channel] >= MIX_MAX_VOLUME * 3 / 4)) return; else channelVolume[channel] = volume; } angle %= 360; if (angle < 0) angle += 360; if (attenuation > 255) attenuation = 255; Mix_SetPosition(channel, angle, attenuation); Mix_Volume(channel, volume); Mix_PlayChannel(channel, sound[sid], 0); #endif } void audio_haltMusic() { #ifndef NOSOUND if (Mix_PlayingMusic()) { Mix_ResumeMusic(); Mix_HaltMusic(); } if (music != NULL) { Mix_FreeMusic(music); music = NULL; } #endif } void audio_pauseMusic() { #ifndef NOSOUND if (Mix_PlayingMusic() && !Mix_PausedMusic()) Mix_PauseMusic(); #endif } void audio_resumeMusic() { #ifndef NOSOUND Mix_ResumeMusic(); #endif } void audio_setMusicVolume(int volume) { #ifndef NOSOUND if (engine.useMusic && engine.useAudio) Mix_VolumeMusic(volume); #endif } void audio_playMusic(const char *filename, int loops) { #ifndef NOSOUND if (engine.useMusic && engine.useAudio) { audio_haltMusic(); music = Mix_LoadMUS(filename); audio_setMusicVolume(100); Mix_PlayMusic(music, loops); } #endif } void audio_playRandomTrack() { #ifndef NOSOUND 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(game.area) { case MISN_START: audio_playMusic("music/railjet_short.ogg", -1); break; case MISN_MOEBO: case MISN_ELAMALE: case MISN_ELLESH: case MISN_EARTH: audio_playMusic("music/orbital_colossus.ogg", -1); break; case MISN_VENUS: audio_playMusic("music/RE.ogg", -1); break; default: audio_playMusic(track[rand() % tracks], -1); } #endif } void audio_free() { #ifndef NOSOUND for (int i = 0 ; i < SFX_MAX ; i++) { if (sound[i] != NULL) { Mix_FreeChunk(sound[i]); sound[i] = NULL; } } if (music != NULL) { Mix_FreeMusic(music); music = NULL; } #endif }