hedgewars/uSound.pas
author unc0rr
Sun, 29 Nov 2009 16:56:04 +0000
changeset 2647 0e1208e92dfe
parent 2633 9eb131794a6e
child 2671 7e0f88013fe8
permissions -rw-r--r--
Smaxx patch with tuning by me: - hogs might worry/panic if they're next to explosives (grenade, dynamite, etc.) - play sndVaporice for each fire extinguished only once (not 3 times) - allow "on attack" voices/sounds for weapons (similar to water melon bomb) - allow one voice/sound to be played during emotes - print protocol version in version info (console) - rope sounds (disabled atm) - landscape background - optimized/rewrote explosion drawing - fixed "StopSound" called with an inactive sound to stop some random sound - disabled npott
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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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procedure InitSound;
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procedure ReleaseSound;
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procedure SoundLoad;
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procedure PlaySound(snd: TSound; infinite: boolean; voicepack: PVoicepack);
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procedure LoopSound(snd: TSound; voicepack: PVoicepack);
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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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function  ChangeVolume(voldelta: LongInt): LongInt;
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function  AskForVoicepack(name: shortstring): Pointer;
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var MusicFN: shortstring = '';
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implementation
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uses uMisc, uConsole;
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const chanTPU = 12;
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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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begin
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if not isSoundEnabled then exit;
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WriteToConsole('Init sound...');
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isSoundEnabled:= SDL_Init(SDL_INIT_AUDIO) >= 0;
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if isSoundEnabled then
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   isSoundEnabled:= Mix_OpenAudio(44100, $8010, 2, 1024) = 0;
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if isSoundEnabled then WriteLnToConsole(msgOK)
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                  else WriteLnToConsole(msgFailed);
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Mix_AllocateChannels(Succ(chanTPU));
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if isMusicEnabled then 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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Mix_FreeMusic(Mus);
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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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	s: shortstring;
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	t: Longword;
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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 i:= Low(TSound) to High(TSound) do
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	if (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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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 (Soundz[i].Path = ptVoices) and (Soundz[i].FileName <> '') then
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				begin
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				s:= Pathz[Soundz[i].Path] + '/' + voicepacks[t].name + '/' + Soundz[i].FileName;
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				WriteToConsole(msgLoading + s + ' ');
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				voicepacks[t].chunks[i]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
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				if voicepacks[t].chunks[i] = 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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end;
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procedure PlaySound(snd: TSound; infinite: boolean; voicepack: PVoicepack);
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var loops: LongInt;
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begin
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if (not isSoundEnabled) or fastUntilLag then exit;
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if infinite then loops:= -1 else loops:= 0;
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if (voicepack <> nil) and (voicepack^.chunks[snd] <> nil) then
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	lastChan[snd]:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], loops, -1)
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else
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	lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], loops, -1)
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end;
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procedure LoopSound(snd: TSound; voicepack: PVoicepack);
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begin
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if (not isSoundEnabled) or fastUntilLag then exit;
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if lastChan[snd] <> -1 then exit;
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if (voicepack <> nil) and (voicepack^.chunks[snd] <> nil) then
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	lastChan[snd]:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1)
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else
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	lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1)
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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 PlayMusic;
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var s: string;
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begin
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if (not isSoundEnabled)
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	or (MusicFN = '')
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	or (not isMusicEnabled) then 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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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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procedure PauseMusic;
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begin
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if (MusicFN = '') or (not isMusicEnabled) then 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 exit;
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Mix_ResumeMusic(Mus);
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end;
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end.
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