remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
(*
* 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
*)
{$INCLUDE "options.inc"}
unit uSound;
interface
uses SDLh, uConsts;
type PVoicepack = ^TVoicepack;
TVoicepack = record
name: shortstring;
chunks: array [TSound] of PMixChunk;
end;
var MusicFN: shortstring;
procedure initModule;
procedure freeModule;
procedure InitSound;
procedure ReleaseSound;
procedure SoundLoad;
procedure PlaySound(snd: TSound);
procedure PlaySound(snd: TSound; keepPlaying: boolean);
procedure PlaySound(snd: TSound; voicepack: PVoicepack);
procedure PlaySound(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
function LoopSound(snd: TSound): LongInt;
function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
procedure PlayMusic;
procedure PauseMusic;
procedure ResumeMusic;
procedure StopSound(snd: TSound);
procedure StopSound(chn: LongInt);
function ChangeVolume(voldelta: LongInt): LongInt;
function AskForVoicepack(name: shortstring): Pointer;
implementation
uses uMisc, uConsole;
const chanTPU = 32;
var Volume: LongInt;
lastChan: array [TSound] of LongInt;
voicepacks: array[0..cMaxTeams] of TVoicepack;
defVoicepack: PVoicepack;
Mus: PMixMusic = nil;
function AskForVoicepack(name: shortstring): Pointer;
var i: Longword;
begin
i:= 0;
while (voicepacks[i].name <> name) and (voicepacks[i].name <> '') do
begin
inc(i);
TryDo(i <= cMaxTeams, 'Engine bug: AskForVoicepack i > cMaxTeams', true)
end;
voicepacks[i].name:= name;
AskForVoicepack:= @voicepacks[i]
end;
procedure InitSound;
var i: TSound;
channels: LongInt;
begin
if not isSoundEnabled then exit;
WriteToConsole('Init sound...');
isSoundEnabled:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0;
{$IFDEF IPHONEOS}
channels:= 1;
{$ELSE}
channels:= 2;
{$ENDIF}
if isSoundEnabled then
isSoundEnabled:= Mix_OpenAudio(44100, $8010, channels, 1024) = 0;
{$IFDEF SDL_MIXER_NEWER}
WriteToConsole('Init SDL_mixer... ');
SDLTry(Mix_Init(MIX_INIT_OGG) <> 0, true);
WriteLnToConsole(msgOK);
{$ENDIF}
if isSoundEnabled then
WriteLnToConsole(msgOK)
else
WriteLnToConsole(msgFailed);
Mix_AllocateChannels(Succ(chanTPU));
if isMusicEnabled then
Mix_VolumeMusic(50);
for i:= Low(TSound) to High(TSound) do
lastChan[i]:= -1;
Volume:= 0;
ChangeVolume(cInitVolume)
end;
procedure ReleaseSound;
var i: TSound;
t: Longword;
begin
for t:= 0 to cMaxTeams do
if voicepacks[t].name <> '' then
for i:= Low(TSound) to High(TSound) do
if voicepacks[t].chunks[i] <> nil then
Mix_FreeChunk(voicepacks[t].chunks[i]);
if Mus <> nil then
Mix_FreeMusic(Mus);
{$IFDEF SDL_MIXER_NEWER}
// make sure all instances of sdl_mixer are unloaded before continuing
while Mix_Init(0) <> 0 do
Mix_Quit();
{$ENDIF}
Mix_CloseAudio();
end;
procedure SoundLoad;
var i: TSound;
t: Longword;
s:shortstring;
begin
if not isSoundEnabled then exit;
defVoicepack:= AskForVoicepack('Default');
for t:= 0 to cMaxTeams do
if voicepacks[t].name <> '' then
for i:= Low(TSound) to High(TSound) do
voicepacks[t].chunks[i]:= nil;
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:= 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;
end;
end;
procedure PlaySound(snd: TSound);
begin
PlaySound(snd, nil, false);
end;
procedure PlaySound(snd: TSound; keepPlaying: boolean);
begin
PlaySound(snd, nil, keepPlaying);
end;
procedure PlaySound(snd: TSound; voicepack: PVoicepack);
begin
PlaySound(snd, voicepack, false);
end;
procedure PlaySound(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:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
WriteToConsole(msgLoading + s + ' ');
voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), '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:= 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);
WriteLnToConsole(msgOK);
end;
lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], 0, -1)
end;
end;
function LoopSound(snd: TSound): LongInt;
begin
LoopSound:= LoopSound(snd, nil)
end;
function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
var s: shortstring;
begin
if (not isSoundEnabled) or fastUntilLag then
begin
LoopSound:= -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:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
WriteToConsole(msgLoading + s + ' ');
voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
if voicepack^.chunks[snd] = nil then
WriteLnToConsole(msgFailed)
else
WriteLnToConsole(msgOK)
end;
LoopSound:= 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:= 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);
WriteLnToConsole(msgOK);
end;
LoopSound:= 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 StopSound(chn: LongInt);
begin
if not isSoundEnabled then exit;
if (chn <> -1) and (Mix_Playing(chn) <> 0) then
Mix_HaltChannel(chn);
end;
procedure PlayMusic;
var s: shortstring;
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 initModule;
begin
MusicFN:='';
end;
procedure freeModule;
begin
if isSoundEnabled then
ReleaseSound();
end;
end.