--- a/hedgewars/uSound.pas Thu Nov 24 13:44:30 2011 +0100
+++ b/hedgewars/uSound.pas Sun Oct 28 13:28:23 2012 +0100
@@ -1,6 +1,6 @@
(*
* Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
+ * 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
@@ -33,25 +33,26 @@
* The channel id can be used to stop a specific sound loop.
*)
interface
-uses SDLh, uConsts, uTypes, sysutils;
-
-var MusicFN: shortstring; // music file name
+uses SDLh, uConsts, uTypes, SysUtils;
procedure initModule;
procedure freeModule;
-procedure InitSound; // Initiates sound-system if isSoundEnabled.
-procedure ReleaseSound; // Releases sound-system and used resources.
-procedure SoundLoad; // Preloads some sounds for performance reasons.
-
+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 track specified in MusicFN.
-procedure PlayMusic;
-procedure PauseMusic;
-procedure ResumeMusic;
-procedure ChangeMusic; // Replaces music track with current MusicFN and plays it.
+// Obvious music commands for music track
+procedure SetMusic(enabled: boolean); // Enable/disable music.
+procedure SetMusicName(musicname: shortstring); // 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
@@ -61,28 +62,41 @@
// 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 PlaySound(snd: TSound; voicepack: PVoicepack);
-procedure PlaySound(snd: TSound; voicepack: PVoicepack; 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 LoopSound(snd: TSound; voicepack: PVoicepack): LongInt; // WTF?
-function LoopSound(snd: TSound; voicepack: PVoicepack; 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 StopSound(chn: LongInt);
-procedure StopSound(chn, fadems: LongInt);
+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 audio
+procedure MuteAudio;
+
+
// MISC
+// Set the initial volume
+procedure SetVolume(vol: LongInt);
+
// Modifies the sound volume of the game by voldelta and returns the new volume level.
function ChangeVolume(voldelta: LongInt): LongInt;
@@ -95,10 +109,17 @@
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;
+ Mus: PMixMusic; // music pointer
+ MusicFN: shortstring; // music file name
+ isMusicEnabled: boolean;
+ isSoundEnabled: boolean;
+ isSEBackup: boolean;
+
function AskForVoicepack(name: shortstring): Pointer;
var i: Longword;
@@ -110,20 +131,25 @@
begin
locName:= name+'_'+cLocale;
path:= UserPathz[ptVoices] + '/' + locName;
- if DirectoryExists(path) then name:= 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
+ 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
+ if DirectoryExists(path) then
+ name:= locName
else
begin
path:= Pathz[ptVoices] + '/' + locName;
- if DirectoryExists(path) then name:= locName
+ if DirectoryExists(path) then
+ name:= locName
end
end
end
@@ -141,110 +167,93 @@
end;
procedure InitSound;
-var i: TSound;
- channels: LongInt;
+const channels: LongInt = {$IFDEF MOBILE}1{$ELSE}2{$ENDIF};
begin
- if not isSoundEnabled then exit;
+ if not isSoundEnabled then
+ exit;
WriteToConsole('Init sound...');
isSoundEnabled:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0;
-{$IFDEF MOBILE}
- channels:= 1;
-{$ELSE}
- channels:= 2;
-{$ENDIF}
-
if isSoundEnabled then
isSoundEnabled:= Mix_OpenAudio(44100, $8010, channels, 1024) = 0;
- WriteToConsole('Init SDL_mixer... ');
- SDLTry(Mix_Init(MIX_INIT_OGG) <> 0, true);
- WriteLnToConsole(msgOK);
-
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));
- if isMusicEnabled then
- Mix_VolumeMusic(50);
- for i:= Low(TSound) to High(TSound) do
- lastChan[i]:= -1;
-
- Volume:= 0;
- ChangeVolume(cInitVolume)
+ ChangeVolume(cInitVolume);
end;
-procedure ReleaseSound;
+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 played
+procedure 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
- Mix_FreeChunk(voicepacks[t].chunks[i]);
-
- if Mus <> nil then
- Mix_FreeMusic(Mus);
-
- // make sure all instances of sdl_mixer are unloaded before continuing
- while Mix_Init(0) <> 0 do
- Mix_Quit();
-
- Mix_CloseAudio();
-end;
-
-procedure SoundLoad;
-var i: TSound;
- t: Longword;
- s:shortstring;
-begin
- if not isSoundEnabled then exit;
-
- defVoicepack:= AskForVoicepack('Default');
+ 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;
- for t:= 0 to cMaxTeams do
- if voicepacks[t].name <> '' then
- for i:= Low(TSound) to High(TSound) do
- voicepacks[t].chunks[i]:= nil;
+ // stop music
+ if complete then
+ begin
+ if Mus <> nil then
+ begin
+ Mix_HaltMusic();
+ Mix_FreeMusic(Mus);
+ Mus:= nil;
+ end;
- for i:= Low(TSound) to High(TSound) do
- begin
- defVoicepack^.chunks[i]:= nil;
- // preload all the big sound files (>32k) that would otherwise lockup the game
- if (i in [sndBeeWater, sndBee, sndCake, sndHellishImpact1, sndHellish, sndHomerun,
- sndMolotov, sndMortar, sndRideOfTheValkyries, sndYoohoo])
- and (Soundz[i].Path <> ptVoices) and (Soundz[i].FileName <> '') then
- begin
- s:= UserPathz[Soundz[i].Path] + '/' + Soundz[i].FileName;
- if not FileExists(s) then s:= Pathz[Soundz[i].Path] + '/' + Soundz[i].FileName;
- WriteToConsole(msgLoading + s + ' ');
- defVoicepack^.chunks[i]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
- TryDo(defVoicepack^.chunks[i] <> nil, msgFailed, true);
- WriteLnToConsole(msgOK);
+ // make sure all instances of sdl_mixer are unloaded before continuing
+ while Mix_Init(0) <> 0 do
+ Mix_Quit();
+
+ Mix_CloseAudio();
end;
- end;
-
end;
procedure PlaySound(snd: TSound);
begin
- PlaySound(snd, nil, false);
+ PlaySoundV(snd, nil, false);
end;
procedure PlaySound(snd: TSound; keepPlaying: boolean);
begin
- PlaySound(snd, nil, keepPlaying);
+ PlaySoundV(snd, nil, keepPlaying);
end;
-procedure PlaySound(snd: TSound; voicepack: PVoicepack);
+procedure PlaySoundV(snd: TSound; voicepack: PVoicepack);
begin
- PlaySound(snd, voicepack, false);
+ PlaySoundV(snd, voicepack, false);
end;
-procedure PlaySound(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
+procedure PlaySoundV(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
var s:shortstring;
begin
if (not isSoundEnabled) or fastUntilLag then
@@ -258,9 +267,10 @@
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;
+ 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), 'rb'), 1);
+ voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1);
if voicepack^.chunks[snd] = nil then
WriteLnToConsole(msgFailed)
else
@@ -273,10 +283,11 @@
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;
+ 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), 'rb'), 1);
- TryDo(defVoicepack^.chunks[snd] <> nil, msgFailed, true);
+ 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)
@@ -286,12 +297,23 @@
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 (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);
+ 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;
+ 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;
@@ -299,100 +321,107 @@
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;
+ 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);
+ 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;
- PlaySound(LastVoice.snd, LastVoice.voicepack)
+ PlaySoundV(LastVoice.snd, LastVoice.voicepack)
end
else LastVoice.snd:= sndNone;
end;
function LoopSound(snd: TSound): LongInt;
begin
- LoopSound:= LoopSound(snd, nil)
+ LoopSound:= LoopSoundV(snd, nil)
end;
function LoopSound(snd: TSound; fadems: LongInt): LongInt;
begin
- LoopSound:= LoopSound(snd, nil, fadems)
+ LoopSound:= LoopSoundV(snd, nil, fadems)
end;
-function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
+function LoopSoundV(snd: TSound; voicepack: PVoicepack): LongInt;
begin
voicepack:= voicepack; // avoid compiler hint
- LoopSound:= LoopSound(snd, nil, 0)
+ LoopSoundV:= LoopSoundV(snd, nil, 0)
end;
-function LoopSound(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;
+function LoopSoundV(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;
var s: shortstring;
begin
if (not isSoundEnabled) or fastUntilLag then
- begin
- LoopSound:= -1;
+ begin
+ LoopSoundV:= -1;
exit
- end;
+ end;
if (voicepack <> nil) then
- begin
+ begin
if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
- begin
+ 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;
+ 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), 'rb'), 1);
+ 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;
- LoopSound:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1)
- end
+ end;
+ LoopSoundV:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1)
+ end
else
- begin
+ begin
if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
- begin
+ begin
s:= UserPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
- if not FileExists(s) then s:= Pathz[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), 'rb'), 1);
- TryDo(defVoicepack^.chunks[snd] <> nil, msgFailed, true);
+ defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1);
+ SDLTry(defVoicepack^.chunks[snd] <> nil, true);
WriteLnToConsole(msgOK);
- end;
+ end;
if fadems > 0 then
- LoopSound:= Mix_FadeInChannelTimed(-1, defVoicepack^.chunks[snd], -1, fadems, -1)
+ LoopSoundV:= Mix_FadeInChannelTimed(-1, defVoicepack^.chunks[snd], -1, fadems, -1)
else
- LoopSound:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1);
- end;
+ LoopSoundV:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1);
+ end;
end;
procedure StopSound(snd: TSound);
begin
- if not isSoundEnabled then exit;
+ if not isSoundEnabled then
+ exit;
if (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
- begin
+ begin
Mix_HaltChannel(lastChan[snd]);
lastChan[snd]:= -1;
- end;
+ end;
end;
-procedure StopSound(chn: LongInt);
+procedure StopSoundChan(chn: LongInt);
begin
- if not isSoundEnabled then exit;
+ if not isSoundEnabled then
+ exit;
if (chn <> -1) and (Mix_Playing(chn) <> 0) then
Mix_HaltChannel(chn);
end;
-procedure StopSound(chn, fadems: LongInt);
+procedure StopSoundChan(chn, fadems: LongInt);
begin
- if not isSoundEnabled then exit;
+ if not isSoundEnabled then
+ exit;
if (chn <> -1) and (Mix_Playing(chn) <> 0) then
Mix_FadeOutChannel(chn, fadems);
@@ -405,27 +434,91 @@
exit;
s:= UserPathPrefix + '/Data/Music/' + MusicFN;
- if not FileExists(s) then s:= PathPrefix + '/Music/' + MusicFN;
+ if not FileExists(s) then
+ s:= PathPrefix + '/Music/' + MusicFN;
WriteToConsole(msgLoading + s + ' ');
Mus:= Mix_LoadMUS(Str2PChar(s));
- TryDo(Mus <> nil, msgFailed, false);
+ SDLTry(Mus <> nil, false);
WriteLnToConsole(msgOK);
SDLTry(Mix_FadeInMusic(Mus, -1, 3000) <> -1, false)
end;
+procedure SetVolume(vol: LongInt);
+begin
+ cInitVolume:= vol;
+end;
+
function ChangeVolume(voldelta: LongInt): LongInt;
begin
- if not isSoundEnabled then
- exit(0);
+ ChangeVolume:= 0;
+ if (not isSoundEnabled) or ((voldelta = 0) and not (cInitVolume = 0)) then
+ exit;
inc(Volume, voldelta);
- if Volume < 0 then Volume:= 0;
+ 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
+ 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 ChangeVolume
+end;
+
+procedure SetMusic(enabled: boolean);
+begin
+ isMusicEnabled:= enabled;
+end;
+
+procedure SetMusicName(musicname: shortstring);
+begin
+ MusicFN:= musicname;
end;
procedure PauseMusic;
@@ -433,7 +526,8 @@
if (MusicFN = '') or (not isMusicEnabled) then
exit;
- Mix_PauseMusic(Mus);
+ if Mus <> nil then
+ Mix_PauseMusic(Mus);
end;
procedure ResumeMusic;
@@ -441,39 +535,85 @@
if (MusicFN = '') or (not isMusicEnabled) then
exit;
- Mix_ResumeMusic(Mus);
+ if Mus <> nil then
+ Mix_ResumeMusic(Mus);
end;
-procedure ChangeMusic;
+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;
- // get rid of current music
if Mus <> nil then
+ begin
Mix_FreeMusic(Mus);
-
- PlayMusic;
+ Mus:= nil;
+ end
end;
procedure chVoicepack(var s: shortstring);
begin
- if CurrentTeam = nil then OutError(errmsgIncorrectUse + ' "/voicepack"', true);
+ 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);
+ 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', vtCommand, @chVoicepack, false);
+ RegisterVariable('voicepack', @chVoicepack, false);
+ RegisterVariable('mute' , @chMute , true );
+
MusicFN:='';
+ Mus:= nil;
+ isMusicEnabled:= true;
+ isSoundEnabled:= true;
+ isAudioMuted:= false;
+ isSEBackup:= isSoundEnabled;
+ Volume:= 0;
+ cInitVolume:= 100;
+ 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();
+ ReleaseSound(true);
end;
end.