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audio.c
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audio.c
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/*
* Hocoslamfy, sound playback code file
* Copyright (C) 2014 Nebuleon Fumika <[email protected]>
*
* 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; either version 2
* of the License, or (at your option) any later version.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <stdlib.h>
#include <stdbool.h>
#include "SDL.h"
#include "SDL_mixer.h"
#include "init.h"
static bool SND_Available = false;
static Mix_Music* BGM = NULL;
static Mix_Chunk* SFX_Fly = NULL;
static Mix_Chunk* SFX_Pass = NULL;
static Mix_Chunk* SFX_Collision = NULL;
static Mix_Chunk* SFX_HighScore = NULL;
static Mix_Chunk* LoadSFX(const char* Path)
{
Mix_Chunk* Result = Mix_LoadWAV(Path);
if (Result == NULL)
printf("%s: Mix_LoadWAV failed: %s\n", Path, Mix_GetError());
else
printf("Successfully loaded %s\n", Path);
return Result;
}
bool InitializeAudio()
{
if (Mix_OpenAudio(44100, AUDIO_S16SYS, 2 /* stereo */, 1024 /* buffer size */))
{
printf("warning: Mix_OpenAudio failed: %s\n", Mix_GetError());
printf("Sound will not be available.\n");
}
else
{
printf("Mix_OpenAudio succeeded\n");
SND_Available = true;
}
if (SND_Available)
{
BGM = Mix_LoadMUS(DATA_PATH "bgm.wav");
if (BGM == NULL)
{
printf("%s: Mix_LoadMUS failed: %s\n", DATA_PATH "bgm.wav", Mix_GetError());
return false;
}
else
printf("Successfully loaded %s\n", DATA_PATH "bgm.wav");
SFX_Fly = LoadSFX(DATA_PATH "fly.wav");
SFX_Pass = LoadSFX(DATA_PATH "pass.wav");
SFX_Collision = LoadSFX(DATA_PATH "collision.wav");
SFX_HighScore = LoadSFX(DATA_PATH "highscore.wav");
}
return true;
}
void FinalizeAudio()
{
if (SND_Available)
{
Mix_HaltMusic();
Mix_FreeMusic(BGM);
BGM = NULL;
Mix_FreeChunk(SFX_Fly);
Mix_FreeChunk(SFX_Pass);
Mix_FreeChunk(SFX_Collision);
Mix_FreeChunk(SFX_HighScore);
Mix_CloseAudio();
}
}
void StartBGM()
{
if (SND_Available)
{
Mix_PlayMusic(BGM, -1 /* loop indefinitely */);
}
}
void StopBGM()
{
if (SND_Available)
{
Mix_HaltMusic();
}
}
// In all of the below functions, -1 as parameter #1 means "don't care which
// SDL_mixer channel gets used to play this sound effect", and 0 as parameter
// #3 means "when done, loop 0 times".
void PlaySFXFly()
{
if (SND_Available)
{
Mix_PlayChannel(-1, SFX_Fly, 0);
}
}
void PlaySFXPass()
{
if (SND_Available)
{
Mix_PlayChannel(-1, SFX_Pass, 0);
}
}
void PlaySFXCollision()
{
if (SND_Available)
{
Mix_PlayChannel(-1, SFX_Collision, 0);
}
}
void PlaySFXHighScore()
{
if (SND_Available)
{
Mix_PlayChannel(-1, SFX_HighScore, 0);
}
}