- Reverse the order of client list
- Add 'game in progress' room state to implement support of in-game disconnects notification
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005, 2007 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
*)
unit uSound;
interface
uses SDLh, uConsts;
{$INCLUDE options.inc}
procedure InitSound;
procedure ReleaseSound;
procedure SoundLoad;
procedure PlaySound(snd: TSound; infinite: boolean);
procedure PlayMusic;
procedure StopSound(snd: TSound);
function ChangeVolume(voldelta: LongInt): LongInt;
var MusicFN: shortstring = '';
implementation
uses uMisc, uConsole;
const chanTPU = 12;
var Mus: PMixMusic = nil;
Volume: LongInt;
procedure InitSound;
begin
if not isSoundEnabled then exit;
WriteToConsole('Init sound...');
isSoundEnabled:= SDL_Init(SDL_INIT_AUDIO) >= 0;
if isSoundEnabled then
isSoundEnabled:= Mix_OpenAudio(22050, $8010, 2, 512) = 0;
if isSoundEnabled then WriteLnToConsole(msgOK)
else WriteLnToConsole(msgFailed);
Mix_AllocateChannels(Succ(chanTPU));
if isMusicEnabled then Mix_VolumeMusic(50);
Volume:= cInitVolume;
if Volume < 0 then Volume:= 0;
Volume:= Mix_Volume(-1, Volume)
end;
procedure ReleaseSound;
var i: TSound;
begin
for i:= Low(TSound) to High(TSound) do
Mix_FreeChunk(Soundz[i].id);
Mix_FreeMusic(Mus);
Mix_CloseAudio
end;
procedure SoundLoad;
var i: TSound;
s: shortstring;
begin
if not isSoundEnabled then exit;
for i:= Low(TSound) to High(TSound) do
begin
s:= Pathz[Soundz[i].Path] + '/' + Soundz[i].FileName;
WriteToConsole(msgLoading + s + ' ');
Soundz[i].id:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
TryDo(Soundz[i].id <> nil, msgFailed, true);
WriteLnToConsole(msgOK);
end;
end;
procedure PlaySound(snd: TSound; infinite: boolean);
var loops: LongInt;
begin
if not isSoundEnabled then exit;
if infinite then loops:= -1 else loops:= 0;
Soundz[snd].lastChan:= Mix_PlayChannelTimed(-1, Soundz[snd].id, loops, -1)
end;
procedure StopSound(snd: TSound);
begin
if not isSoundEnabled then exit;
if Mix_Playing(Soundz[snd].lastChan) <> 0 then
Mix_HaltChannel(Soundz[snd].lastChan)
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;
end.