hedgewars/uSound.pas
author koda
Wed, 23 Mar 2011 16:27:24 +0100
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child 5052 74a81c276d67
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glswapbuffer consistency and create the window in the center (still, it doesn't work past sdl r5296)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 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, uTypes;
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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; fadems: LongInt): LongInt;
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function  LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
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function  LoopSound(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;
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procedure PlayMusic;
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procedure PauseMusic;
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procedure ResumeMusic;
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procedure ChangeMusic;
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procedure StopSound(snd: TSound);
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procedure StopSound(chn: LongInt);
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procedure StopSound(chn, fadems: 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 uVariables, uConsole, uUtils, uCommands, uDebug;
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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,
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                  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; fadems: LongInt): LongInt;
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begin
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    LoopSound:= LoopSound(snd, nil, fadems)
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end;
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function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
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begin
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    LoopSound:= LoopSound(snd, nil, 0)
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end;
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function LoopSound(snd: TSound; voicepack: PVoicepack; fadems: LongInt): 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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        if fadems > 0 then
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            LoopSound:= Mix_FadeInChannelTimed(-1, defVoicepack^.chunks[snd], -1, fadems, -1)
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        else
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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 StopSound(chn, fadems: 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_FadeOutChannel(chn, fadems);
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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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   314
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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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   322
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   323
    inc(Volume, voldelta);
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   324
    if Volume < 0 then Volume:= 0;
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   325
    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
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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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    Mix_ResumeMusic(Mus);
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end;
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procedure ChangeMusic;
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begin
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    if (MusicFN = '') or (not isMusicEnabled) then
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        exit;
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    if Mus <> nil then
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        Mix_FreeMusic(Mus);
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    PlayMusic;
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end;
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procedure chVoicepack(var s: shortstring);
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begin
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    if CurrentTeam = nil then OutError(errmsgIncorrectUse + ' "/voicepack"', true);
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    if s[1]='"' then Delete(s, 1, 1);
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    if s[byte(s[0])]='"' then Delete(s, byte(s[0]), 1);
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    CurrentTeam^.voicepack:= AskForVoicepack(s)
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end;
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procedure initModule;
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begin
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    RegisterVariable('voicepack', vtCommand, @chVoicepack, false);
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    MusicFN:='';
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end;
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procedure freeModule;
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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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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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   379