hedgewars/uSound.pas
author smxx
Thu, 04 Feb 2010 14:48:49 +0000
changeset 2745 11fce231f24a
parent 2744 803d0142594e
child 2832 8cb73c0e77a1
permissions -rw-r--r--
Engine: + Split PlaySound into PlaySound and LoopSound + Added overloaded versions of PlaySound/LoopSound that won't require voicepack parameter + LoopSound now allows multiple copies of the same sound to play looped and returns the channel used for playback (to stop them later) + StopSound now allows either a specific sound (single playback) or channel (single playback as well as looped playback) to be stopped + SoundChannel attribute for Gears to be used when looping sounds

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2005, 2007, 2009 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;
interface
uses SDLh, uConsts;

type PVoicepack = ^TVoicepack;
	TVoicepack = record
		name: shortstring;
		chunks: array [TSound] of PMixChunk;
		end;

var MusicFN: shortstring;

procedure init_uSound;
procedure free_uSound;

procedure InitSound;
procedure ReleaseSound;
procedure SoundLoad;
procedure PlaySound(snd: TSound);
procedure PlaySound(snd: TSound; voicepack: PVoicepack);
function LoopSound(snd: TSound): LongInt;
function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
procedure PlayMusic;
procedure PauseMusic;
procedure ResumeMusic;
procedure StopSound(snd: TSound);
procedure StopSound(chn: LongInt);
function  ChangeVolume(voldelta: LongInt): LongInt;
function  AskForVoicepack(name: shortstring): Pointer;


implementation
uses uMisc, uConsole;

const chanTPU = 12;
var Volume: LongInt;
    lastChan: array [TSound] of LongInt;
    voicepacks: array[0..cMaxTeams] of TVoicepack;
    defVoicepack: PVoicepack;
    Mus: PMixMusic = nil;

function  AskForVoicepack(name: shortstring): Pointer;
var i: Longword;
begin
i:= 0;
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;
var i: TSound;
begin
	if not isSoundEnabled then exit;
	WriteToConsole('Init sound...');
	isSoundEnabled:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0;

	if isSoundEnabled then
		isSoundEnabled:= Mix_OpenAudio(44100, $8010, 2, 1024) = 0;

	if isSoundEnabled then
		WriteLnToConsole(msgOK)
	else
		WriteLnToConsole(msgFailed);

	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)
end;

procedure ReleaseSound;
var i: TSound;
	t: Longword;
begin
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]);

Mix_FreeMusic(Mus);
Mix_CloseAudio();
end;

procedure SoundLoad;
var i: TSound;
	s: shortstring;
	t: Longword;
begin
	if not isSoundEnabled then exit;

{$IFDEF SDL_MIXER_NEWER}
	WriteToConsole('Init SDL_mixer... ');
	SDLTry(Mix_Init(MIX_INIT_OGG) <> 0, true);
	WriteLnToConsole(msgOK);
{$ENDIF}

	defVoicepack:= AskForVoicepack('Default');

for i:= Low(TSound) to High(TSound) do
	if (Soundz[i].Path <> ptVoices) and (Soundz[i].FileName <> '') then
		begin
		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);
		end;

for t:= 0 to cMaxTeams do
	if voicepacks[t].name <> '' then
		for i:= Low(TSound) to High(TSound) do
			if (Soundz[i].Path = ptVoices) and (Soundz[i].FileName <> '') then
				begin
				s:= Pathz[Soundz[i].Path] + '/' + voicepacks[t].name + '/' + Soundz[i].FileName;
				WriteToConsole(msgLoading + s + ' ');
				voicepacks[t].chunks[i]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
				if voicepacks[t].chunks[i] = nil then
					WriteLnToConsole(msgFailed)
				else
					WriteLnToConsole(msgOK)
				end;
{$IFDEF SDL_MIXER_NEWER}
	Mix_Quit();
{$ENDIF}	
end;

procedure PlaySound(snd: TSound);
begin
	PlaySound(snd, nil);
end;

procedure PlaySound(snd: TSound; voicepack: PVoicepack);
begin
if (not isSoundEnabled) or fastUntilLag then exit;

if (voicepack <> nil) and (voicepack^.chunks[snd] <> nil) then
	lastChan[snd]:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], 0, -1)
else
	lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], 0, -1)
end;

function LoopSound(snd: TSound): LongInt;
begin
	LoopSound:= LoopSound(snd, nil)
end;

function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
begin
if (not isSoundEnabled) or fastUntilLag then exit;

if (voicepack <> nil) and (voicepack^.chunks[snd] <> nil) then
	LoopSound:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1)
else
	LoopSound:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1)
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 StopSound(chn: LongInt);
begin
	if (chn <> -1) and (Mix_Playing(chn) <> 0) then Mix_HaltChannel(chn);
end;

procedure PlayMusic;
var s: string;
begin
if (not isSoundEnabled)
	or (MusicFN = '')
	or (not isMusicEnabled) then exit;

s:= PathPrefix + '/Music/' + MusicFN;
WriteToConsole(msgLoading + s + ' ');

Mus:= Mix_LoadMUS(Str2PChar(s));
TryDo(Mus <> nil, msgFailed, false);
WriteLnToConsole(msgOK);

SDLTry(Mix_FadeInMusic(Mus, -1, 3000) <> -1, false)
end;

function ChangeVolume(voldelta: LongInt): LongInt;
begin
if not isSoundEnabled then
	exit(0);

inc(Volume, voldelta);
if Volume < 0 then Volume:= 0;
Mix_Volume(-1, Volume);
Volume:= Mix_Volume(-1, -1);
if isMusicEnabled then Mix_VolumeMusic(Volume * 4 div 8);
ChangeVolume:= Volume * 100 div MIX_MAX_VOLUME
end;

procedure PauseMusic;
begin
if (MusicFN = '') or (not isMusicEnabled) then exit;

Mix_PauseMusic(Mus);
end;

procedure ResumeMusic;
begin
if (MusicFN = '') or (not isMusicEnabled) then exit;

Mix_ResumeMusic(Mus);
end;

procedure init_uSound;
begin
	MusicFN:='';
end;

procedure free_uSound;
begin

end;

end.