hedgewars/uSound.pas
author nemo
Sun, 10 Oct 2010 20:16:17 -0400
changeset 3951 c9a63db3e603
parent 3825 fd6c20cd90e3
child 4357 a1fcfc341a52
permissions -rw-r--r--
Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2005, 2007, 2009 Andrey Korotaev <unC0Rr@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; version 2 of the License
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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, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uSound;
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interface
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uses SDLh, uConsts;
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type PVoicepack = ^TVoicepack;
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    TVoicepack = record
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        name: shortstring;
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        chunks: array [TSound] of PMixChunk;
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        end;
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var MusicFN: shortstring;
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procedure initModule;
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procedure freeModule;
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procedure InitSound;
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procedure ReleaseSound;
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procedure SoundLoad;
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procedure PlaySound(snd: TSound);
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procedure PlaySound(snd: TSound; keepPlaying: boolean);
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procedure PlaySound(snd: TSound; voicepack: PVoicepack);
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procedure PlaySound(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
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function  LoopSound(snd: TSound): LongInt;
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function  LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
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procedure PlayMusic;
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procedure PauseMusic;
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procedure ResumeMusic;
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procedure StopSound(snd: TSound);
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procedure StopSound(chn: LongInt);
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function  ChangeVolume(voldelta: LongInt): LongInt;
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function  AskForVoicepack(name: shortstring): Pointer;
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implementation
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uses uMisc, uConsole;
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const chanTPU = 32;
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var Volume: LongInt;
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    lastChan: array [TSound] of LongInt;
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    voicepacks: array[0..cMaxTeams] of TVoicepack;
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    defVoicepack: PVoicepack;
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    Mus: PMixMusic = nil;
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function  AskForVoicepack(name: shortstring): Pointer;
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var i: Longword;
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begin
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i:= 0;
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    while (voicepacks[i].name <> name) and (voicepacks[i].name <> '') do
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    begin
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        inc(i);
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        TryDo(i <= cMaxTeams, 'Engine bug: AskForVoicepack i > cMaxTeams', true)
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    end;
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    voicepacks[i].name:= name;
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    AskForVoicepack:= @voicepacks[i]
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end;
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procedure InitSound;
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var i: TSound;
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    channels: LongInt;
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begin
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    if not isSoundEnabled then exit;
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    WriteToConsole('Init sound...');
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    isSoundEnabled:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0;
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{$IFDEF IPHONEOS}
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    channels:= 1;
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{$ELSE}
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    channels:= 2;
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{$ENDIF}
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    if isSoundEnabled then
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        isSoundEnabled:= Mix_OpenAudio(44100, $8010, channels, 1024) = 0;
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{$IFDEF SDL_MIXER_NEWER}
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    WriteToConsole('Init SDL_mixer... ');
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    SDLTry(Mix_Init(MIX_INIT_OGG) <> 0, true);
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    WriteLnToConsole(msgOK);
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{$ENDIF}
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    if isSoundEnabled then
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        WriteLnToConsole(msgOK)
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    else
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        WriteLnToConsole(msgFailed);
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    Mix_AllocateChannels(Succ(chanTPU));
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    if isMusicEnabled then
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        Mix_VolumeMusic(50);
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    for i:= Low(TSound) to High(TSound) do
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        lastChan[i]:= -1;
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    Volume:= 0;
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    ChangeVolume(cInitVolume)
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end;
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procedure ReleaseSound;
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var i: TSound;
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    t: Longword;
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begin
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    for t:= 0 to cMaxTeams do
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        if voicepacks[t].name <> '' then
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            for i:= Low(TSound) to High(TSound) do
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                if voicepacks[t].chunks[i] <> nil then
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                    Mix_FreeChunk(voicepacks[t].chunks[i]);
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    if Mus <> nil then
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        Mix_FreeMusic(Mus);
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{$IFDEF SDL_MIXER_NEWER}
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    // make sure all instances of sdl_mixer are unloaded before continuing
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    while Mix_Init(0) <> 0 do
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        Mix_Quit();
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{$ENDIF}
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    Mix_CloseAudio();
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end;
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procedure SoundLoad;
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var i: TSound;
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    t: Longword;
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    s:shortstring;
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begin
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    if not isSoundEnabled then exit;
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    defVoicepack:= AskForVoicepack('Default');
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    for t:= 0 to cMaxTeams do
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        if voicepacks[t].name <> '' then
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            for i:= Low(TSound) to High(TSound) do
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                voicepacks[t].chunks[i]:= nil;
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    for i:= Low(TSound) to High(TSound) do
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    begin
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        defVoicepack^.chunks[i]:= nil;
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        // preload all the big sound files (>32k) that would otherwise lockup the game
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        if (i in [sndBeeWater, sndBee, sndCake, sndHellishImpact1, sndHellish, sndHomerun, sndMolotov, sndMortar, sndRideOfTheValkyries, sndYoohoo])
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            and (Soundz[i].Path <> ptVoices) and (Soundz[i].FileName <> '') then
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        begin
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            s:= Pathz[Soundz[i].Path] + '/' + Soundz[i].FileName;
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            WriteToConsole(msgLoading + s + ' ');
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            defVoicepack^.chunks[i]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
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            TryDo(defVoicepack^.chunks[i] <> nil, msgFailed, true);
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            WriteLnToConsole(msgOK);
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        end;
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    end;
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end;
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procedure PlaySound(snd: TSound);
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begin
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    PlaySound(snd, nil, false);
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end;
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procedure PlaySound(snd: TSound; keepPlaying: boolean);
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begin
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    PlaySound(snd, nil, keepPlaying);
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end;
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procedure PlaySound(snd: TSound; voicepack: PVoicepack);
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begin
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    PlaySound(snd, voicepack, false);
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end;
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procedure PlaySound(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
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var s:shortstring;
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begin
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    if (not isSoundEnabled) or fastUntilLag then
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        exit;
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    if keepPlaying and (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
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        exit;
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    if (voicepack <> nil) then
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    begin
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        if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
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        begin
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            s:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
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            WriteToConsole(msgLoading + s + ' ');
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            voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
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            if voicepack^.chunks[snd] = nil then
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                WriteLnToConsole(msgFailed)
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            else
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                WriteLnToConsole(msgOK)
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        end;
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        lastChan[snd]:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], 0, -1)
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    end
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    else
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    begin
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        if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
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        begin
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            s:= Pathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
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            WriteToConsole(msgLoading + s + ' ');
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            defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
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            TryDo(defVoicepack^.chunks[snd] <> nil, msgFailed, true);
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            WriteLnToConsole(msgOK);
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        end;
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        lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], 0, -1)
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    end;
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end;
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function LoopSound(snd: TSound): LongInt;
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begin
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    LoopSound:= LoopSound(snd, nil)
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end;
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function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
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var s: shortstring;
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begin
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    if (not isSoundEnabled) or fastUntilLag then
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    begin
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        LoopSound:= -1;
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        exit
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    end;
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    if (voicepack <> nil) then
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    begin
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        if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
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        begin
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            s:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
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            WriteToConsole(msgLoading + s + ' ');
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            voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
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            if voicepack^.chunks[snd] = nil then
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                WriteLnToConsole(msgFailed)
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            else
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                WriteLnToConsole(msgOK)
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        end;
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        LoopSound:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1)
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    end
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    else
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    begin
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        if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
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        begin
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            s:= Pathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
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            WriteToConsole(msgLoading + s + ' ');
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            defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
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            TryDo(defVoicepack^.chunks[snd] <> nil, msgFailed, true);
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            WriteLnToConsole(msgOK);
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        end;
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        LoopSound:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1);
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    end;
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end;
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procedure StopSound(snd: TSound);
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begin
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    if not isSoundEnabled then exit;
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    if (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
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    begin
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        Mix_HaltChannel(lastChan[snd]);
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        lastChan[snd]:= -1;
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    end;
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end;
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procedure StopSound(chn: LongInt);
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begin
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    if not isSoundEnabled then exit;
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    if (chn <> -1) and (Mix_Playing(chn) <> 0) then
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        Mix_HaltChannel(chn);
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end;
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procedure PlayMusic;
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var s: shortstring;
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begin
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    if (not isSoundEnabled) or (MusicFN = '') or (not isMusicEnabled) then
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        exit;
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    s:= PathPrefix + '/Music/' + MusicFN;
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    WriteToConsole(msgLoading + s + ' ');
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    Mus:= Mix_LoadMUS(Str2PChar(s));
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    TryDo(Mus <> nil, msgFailed, false);
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    WriteLnToConsole(msgOK);
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   293
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    SDLTry(Mix_FadeInMusic(Mus, -1, 3000) <> -1, false)
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end;
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function ChangeVolume(voldelta: LongInt): LongInt;
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begin
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    if not isSoundEnabled then
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        exit(0);
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    inc(Volume, voldelta);
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    if Volume < 0 then Volume:= 0;
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    Mix_Volume(-1, Volume);
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    Volume:= Mix_Volume(-1, -1);
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    if isMusicEnabled then Mix_VolumeMusic(Volume * 4 div 8);
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    ChangeVolume:= Volume * 100 div MIX_MAX_VOLUME
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end;
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   309
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procedure PauseMusic;
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begin
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    if (MusicFN = '') or (not isMusicEnabled) then
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        exit;
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    Mix_PauseMusic(Mus);
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end;
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procedure ResumeMusic;
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begin
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    if (MusicFN = '') or (not isMusicEnabled) then
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        exit;
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   322
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    Mix_ResumeMusic(Mus);
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end;
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   325
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procedure initModule;
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begin
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    MusicFN:='';
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end;
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4e48c276a468 In pascal unit is a namespace
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procedure freeModule;
2716
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begin
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    if isSoundEnabled then
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        ReleaseSound();
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end;
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51d3f4b6293a revert audio to use SDL_mixer -- also frontend uses it, so it needs sdlmixer sources
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end.
2192
4763a778c033 - Fix quickplay sound bug triggered by two faults: ttsmj's (passing voicepack with empty name in team config) and koda's (he changed fallback to default scheme condition)
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