use old approach for printing gl extentions for pas2c (less complex/no StrUtils dependencies)
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> * * 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; version 2 of the License * * 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 "options.inc"}unit uSound;(* * This unit controls the sounds and music of the game. * Doesn't really do anything if isSoundEnabled = false. * * There are three basic types of sound controls: * Music - The background music of the game: * * will only be played if isMusicEnabled = true * * can be started, changed, paused and resumed * Sound - Can be started and stopped * Looped Sound - Subtype of sound: plays in a loop using a * "channel", of which the id is returned on start. * The channel id can be used to stop a specific sound loop. *)interfaceuses SDLh, uConsts, uTypes, SysUtils;procedure initModule;procedure freeModule;procedure InitSound; // Initiates sound-system if isSoundEnabled.procedure ReleaseSound(complete: boolean); // Releases sound-system and used resources.procedure ResetSound; // Reset sound state to the previous state.procedure SetSound(enabled: boolean); // Enable/disable sound-system and backup status.// MUSIC// Obvious music commands for music trackprocedure SetMusic(enabled: boolean); // Enable/disable music.procedure SetMusicName(musicname: shortstring); // Enable/disable music and set name of the file to play.procedure PlayMusic; // Play music from the start.procedure PauseMusic; // Pause music.procedure ResumeMusic; // Resume music from pause point.procedure ChangeMusic(musicname: shortstring); // Replaces music track with musicname and plays it.procedure StopMusic; // Stops and releases the current track.// SOUNDS// Plays the sound snd [from a given voicepack],// if keepPlaying is given and true,// then the sound's playback won't be interrupted if asked to play again.procedure PlaySound(snd: TSound);procedure PlaySound(snd: TSound; keepPlaying: boolean);procedure PlaySoundV(snd: TSound; voicepack: PVoicepack);procedure PlaySoundV(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);// Plays sound snd [of voicepack] in a loop, but starts with fadems milliseconds of fade-in.// Returns sound channel of the looped sound.function LoopSound(snd: TSound): LongInt;function LoopSound(snd: TSound; fadems: LongInt): LongInt;function LoopSoundV(snd: TSound; voicepack: PVoicepack): LongInt; // WTF?function LoopSoundV(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;// Stops the normal/looped sound of the given type/in the given channel// [with a fade-out effect for fadems milliseconds].procedure StopSound(snd: TSound);procedure StopSoundChan(chn: LongInt);procedure StopSoundChan(chn, fadems: LongInt);procedure AddVoice(snd: TSound; voicepack: PVoicepack);procedure PlayNextVoice;// GLOBAL FUNCTIONS// Drastically lower the volume when we lose focus (and restore the previous value).procedure DampenAudio;procedure UndampenAudio;// Mute/Unmute audioprocedure MuteAudio;// MISC// Set the initial volumeprocedure SetVolume(volume: LongInt);// Modifies the sound volume of the game by voldelta and returns the new volume level.function ChangeVolume(voldelta: LongInt): LongInt;// Returns a pointer to the voicepack with the given name.function AskForVoicepack(name: shortstring): Pointer;implementationuses uVariables, uConsole, uUtils, uCommands, uDebug;const chanTPU = 32;var Volume: LongInt; cInitVolume: LongInt; previousVolume: LongInt; // cached volume value lastChan: array [TSound] of LongInt; voicepacks: array[0..cMaxTeams] of TVoicepack; defVoicepack: PVoicepack; Mus: PMixMusic = nil; // music pointer MusicFN: shortstring; // music file name isMusicEnabled: boolean; isSoundEnabled: boolean; isSEBackup: boolean;function AskForVoicepack(name: shortstring): Pointer;var i: Longword; locName, path: shortstring;begini:= 0; // First, attempt to locate a localised version of the voice if cLocale <> 'en' then begin locName:= name+'_'+cLocale; path:= UserPathz[ptVoices] + '/' + locName; if DirectoryExists(path) then name:= locName else begin path:= Pathz[ptVoices] + '/' + locName; if DirectoryExists(path) then name:= locName else if Length(cLocale) > 2 then begin locName:= name+'_'+Copy(cLocale,1,2); path:= UserPathz[ptVoices] + '/' + locName; if DirectoryExists(path) then name:= locName else begin path:= Pathz[ptVoices] + '/' + locName; if DirectoryExists(path) then name:= locName end end end end; // If that fails, use the unmodified one while (voicepacks[i].name <> name) and (voicepacks[i].name <> '') do begin inc(i); TryDo(i <= cMaxTeams, 'Engine bug: AskForVoicepack i > cMaxTeams', true) end; voicepacks[i].name:= name; AskForVoicepack:= @voicepacks[i]end;procedure InitSound;const channels: LongInt = {$IFDEF MOBILE}1{$ELSE}2{$ENDIF};begin if not isSoundEnabled then exit; WriteToConsole('Init sound...'); isSoundEnabled:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0; if isSoundEnabled then isSoundEnabled:= Mix_OpenAudio(44100, $8010, channels, 1024) = 0; if isSoundEnabled then WriteLnToConsole(msgOK) else WriteLnToConsole(msgFailed); WriteToConsole('Init SDL_mixer... '); SDLTry(Mix_Init(MIX_INIT_OGG) <> 0, true); WriteLnToConsole(msgOK); Mix_AllocateChannels(Succ(chanTPU)); ChangeVolume(cInitVolume); end;procedure ResetSound;begin isSoundEnabled:= isSEBackup;end;procedure SetSound(enabled: boolean);begin isSEBackup:= isSoundEnabled; isSoundEnabled:= enabled;end;// when complete is false, this procedure just releases some of the chucks on inactive channels// in this way music is not stopped, nor are chucks currently being playedprocedure ReleaseSound(complete: boolean);var i: TSound; t: Longword;begin // release and nil all sounds for t:= 0 to cMaxTeams do if voicepacks[t].name <> '' then for i:= Low(TSound) to High(TSound) do if voicepacks[t].chunks[i] <> nil then if complete or (Mix_Playing(lastChan[i]) = 0) then begin Mix_HaltChannel(lastChan[i]); lastChan[i]:= -1; Mix_FreeChunk(voicepacks[t].chunks[i]); voicepacks[t].chunks[i]:= nil; end; // stop music if complete then begin if Mus <> nil then begin Mix_HaltMusic(); Mix_FreeMusic(Mus); Mus:= nil; end; // make sure all instances of sdl_mixer are unloaded before continuing while Mix_Init(0) <> 0 do Mix_Quit(); Mix_CloseAudio(); end;end;procedure PlaySound(snd: TSound);begin PlaySoundV(snd, nil, false);end;procedure PlaySound(snd: TSound; keepPlaying: boolean);begin PlaySoundV(snd, nil, keepPlaying);end;procedure PlaySoundV(snd: TSound; voicepack: PVoicepack);begin PlaySoundV(snd, voicepack, false);end;procedure PlaySoundV(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);var s:shortstring;begin if (not isSoundEnabled) or fastUntilLag then exit; if keepPlaying and (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then exit; if (voicepack <> nil) then begin if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then begin s:= UserPathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName; if not FileExists(s) then s:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName; WriteToConsole(msgLoading + s + ' '); voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1); if voicepack^.chunks[snd] = nil then WriteLnToConsole(msgFailed) else WriteLnToConsole(msgOK) end; lastChan[snd]:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], 0, -1) end else begin if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then begin s:= UserPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName; if not FileExists(s) then s:= Pathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName; WriteToConsole(msgLoading + s + ' '); defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1); SDLTry(defVoicepack^.chunks[snd] <> nil, true); WriteLnToConsole(msgOK); end; lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], 0, -1) end;end;procedure AddVoice(snd: TSound; voicepack: PVoicepack);var i : LongInt;begin if (not isSoundEnabled) or fastUntilLag or ((LastVoice.snd = snd) and (LastVoice.voicepack = voicepack)) then exit; if (snd = sndVictory) or (snd = sndFlawless) then begin Mix_FadeOutChannel(-1, 800); for i:= 0 to 7 do VoiceList[i].snd:= sndNone; LastVoice.snd:= sndNone; end; i:= 0; while (i<8) and (VoiceList[i].snd <> sndNone) do inc(i); // skip playing same sound for same hog twice if (i>0) and (VoiceList[i-1].snd = snd) and (VoiceList[i-1].voicepack = voicepack) then exit; VoiceList[i].snd:= snd; VoiceList[i].voicepack:= voicepack;end;procedure PlayNextVoice;var i : LongInt;begin if (not isSoundEnabled) or fastUntilLag or ((LastVoice.snd <> sndNone) and (lastChan[LastVoice.snd] <> -1) and (Mix_Playing(lastChan[LastVoice.snd]) <> 0)) then exit; i:= 0; while (i<8) and (VoiceList[i].snd = sndNone) do inc(i); if (VoiceList[i].snd <> sndNone) then begin LastVoice.snd:= VoiceList[i].snd; LastVoice.voicepack:= VoiceList[i].voicepack; VoiceList[i].snd:= sndNone; PlaySoundV(LastVoice.snd, LastVoice.voicepack) end else LastVoice.snd:= sndNone;end;function LoopSound(snd: TSound): LongInt;begin LoopSound:= LoopSoundV(snd, nil)end;function LoopSound(snd: TSound; fadems: LongInt): LongInt;begin LoopSound:= LoopSoundV(snd, nil, fadems)end;function LoopSoundV(snd: TSound; voicepack: PVoicepack): LongInt;begin voicepack:= voicepack; // avoid compiler hint LoopSoundV:= LoopSoundV(snd, nil, 0)end;function LoopSoundV(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;var s: shortstring;begin if (not isSoundEnabled) or fastUntilLag then begin LoopSoundV:= -1; exit end; if (voicepack <> nil) then begin if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then begin s:= UserPathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName; if not FileExists(s) then s:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName; WriteToConsole(msgLoading + s + ' '); voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1); if voicepack^.chunks[snd] = nil then WriteLnToConsole(msgFailed) else WriteLnToConsole(msgOK) end; LoopSoundV:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1) end else begin if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then begin s:= UserPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName; if not FileExists(s) then s:= Pathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName; WriteToConsole(msgLoading + s + ' '); defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1); SDLTry(defVoicepack^.chunks[snd] <> nil, true); WriteLnToConsole(msgOK); end; if fadems > 0 then LoopSoundV:= Mix_FadeInChannelTimed(-1, defVoicepack^.chunks[snd], -1, fadems, -1) else LoopSoundV:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1); end;end;procedure StopSound(snd: TSound);begin if not isSoundEnabled then exit; if (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then begin Mix_HaltChannel(lastChan[snd]); lastChan[snd]:= -1; end;end;procedure StopSoundChan(chn: LongInt);begin if not isSoundEnabled then exit; if (chn <> -1) and (Mix_Playing(chn) <> 0) then Mix_HaltChannel(chn);end;procedure StopSoundChan(chn, fadems: LongInt);begin if not isSoundEnabled then exit; if (chn <> -1) and (Mix_Playing(chn) <> 0) then Mix_FadeOutChannel(chn, fadems);end;procedure PlayMusic;var s: shortstring;begin if (not isSoundEnabled) or (MusicFN = '') or (not isMusicEnabled) then exit; s:= UserPathPrefix + '/Data/Music/' + MusicFN; if not FileExists(s) then s:= PathPrefix + '/Music/' + MusicFN; WriteToConsole(msgLoading + s + ' '); Mus:= Mix_LoadMUS(Str2PChar(s)); SDLTry(Mus <> nil, false); WriteLnToConsole(msgOK); SDLTry(Mix_FadeInMusic(Mus, -1, 3000) <> -1, false)end;procedure SetVolume(volume: LongInt);begin cInitVolume:= volume;end;function ChangeVolume(voldelta: LongInt): LongInt;begin ChangeVolume:= 0; if (not isSoundEnabled) or (voldelta = 0) then exit; inc(Volume, voldelta); if Volume < 0 then Volume:= 0; // apply Volume to all channels Mix_Volume(-1, Volume); // get assigned Volume Volume:= Mix_Volume(-1, -1); if isMusicEnabled then Mix_VolumeMusic(Volume * 4 div 8); ChangeVolume:= Volume * 100 div MIX_MAX_VOLUME; if (isMusicEnabled) then if (Volume = 0) then PauseMusic else ResumeMusic; isAudioMuted:= (Volume = 0);end;procedure DampenAudio;begin if (isAudioMuted) then exit; previousVolume:= Volume; ChangeVolume(-Volume * 7 div 9);end;procedure UndampenAudio;begin if (isAudioMuted) then exit; ChangeVolume(previousVolume - Volume);end;procedure MuteAudio;begin if (not isSoundEnabled) then exit; if (isAudioMuted) then begin ResumeMusic; ChangeVolume(previousVolume); end else begin PauseMusic; previousVolume:= Volume; ChangeVolume(-Volume); end; // isAudioMuted is updated in ChangeVolumeend;procedure SetMusic(enabled: boolean);begin isMusicEnabled:= enabled; MusicFN:= '';end;procedure SetMusicName(musicname: shortstring);begin isMusicEnabled:= not (musicname = ''); MusicFN:= musicname;end;procedure PauseMusic;begin if (MusicFN = '') or (not isMusicEnabled) then exit; if Mus <> nil then Mix_PauseMusic(Mus);end;procedure ResumeMusic;begin if (MusicFN = '') or (not isMusicEnabled) then exit; if Mus <> nil then Mix_ResumeMusic(Mus);end;procedure ChangeMusic(musicname: shortstring);begin MusicFN:= musicname; if (MusicFN = '') or (not isMusicEnabled) then exit; StopMusic; PlayMusic;end;procedure StopMusic;begin if (MusicFN = '') or (not isMusicEnabled) then exit; if Mus <> nil then begin Mix_FreeMusic(Mus); Mus:= nil; endend;procedure chVoicepack(var s: shortstring);begin if CurrentTeam = nil then OutError(errmsgIncorrectUse + ' "/voicepack"', true); if s[1]='"' then Delete(s, 1, 1); if s[byte(s[0])]='"' then Delete(s, byte(s[0]), 1); CurrentTeam^.voicepack:= AskForVoicepack(s)end;procedure chMute(var s: shortstring);begin s:= s; // avoid compiler hint MuteAudio;end;procedure initModule;var t: LongInt; i: TSound;begin RegisterVariable('voicepack', @chVoicepack, false); RegisterVariable('mute' , @chMute , true ); MusicFN:=''; isAudioMuted:= false; isSEBackup:= isSoundEnabled; Volume:= 0; defVoicepack:= AskForVoicepack('Default'); for i:= Low(TSound) to High(TSound) do lastChan[i]:= -1; // initialize all voices to nil so that they can be loaded lazily for t:= 0 to cMaxTeams do if voicepacks[t].name <> '' then for i:= Low(TSound) to High(TSound) do voicepacks[t].chunks[i]:= nil; (* on MOBILE SDL_mixer has to be compiled against Tremor (USE_OGG_TREMOR) or sound files bigger than 32k will lockup the game*) for i:= Low(TSound) to High(TSound) do defVoicepack^.chunks[i]:= nil;end;procedure freeModule;begin if isSoundEnabled then ReleaseSound(true); // koda still needs to fix this properly. when he rearranged things, he made these variables get // reset after argparsers picks them up isMusicEnabled:= true; isSoundEnabled:= true; cInitVolume:= 100;end;end.