/********************************************************************/ /* */ /* L I QQ U U I DD W W A RR 555 */ /* L I Q Q U U I D D W W A A R R 5 */ /* L I Q Q U U I D D W W W AAA RR 55 */ /* L I Q Q U U I D D WW WW A A R R 5 */ /* LLL I Q Q U I DD W W A A R R 55 */ /* */ /* b */ /* bb y y */ /* b b yyy */ /* bb y */ /* yy */ /* */ /* U U FFF O O TTT */ /* U U F O O O O T */ /* U U TIRET FF O O O O T */ /* U U F O O O O T */ /* U F O O T */ /* */ /********************************************************************/ /*****************************************************************************/ /* Liquid War is a multiplayer wargame */ /* Copyright (C) 1998-2007 Christian Mauduit */ /* */ /* 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 St, Fifth Floor, Boston, MA 02110-1301 USA */ /* */ /* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */ /* Contact author : ufoot@ufoot.org */ /*****************************************************************************/ /********************************************************************/ /* name : sound.c */ /* content : low-level sound routines */ /********************************************************************/ /*==================================================================*/ /* includes */ /*==================================================================*/ #include "config.h" #include "disk.h" #include "sound.h" #include "mutxgen.h" #include "log.h" /*==================================================================*/ /* variables globales */ /*==================================================================*/ int WATER_VOLUME = 0; #define HASARD_SIZE 1024 static int HASARD_VALUE[HASARD_SIZE]; static int HASARD_INDEX; static int SOUND_VOLUME_VALUES[17] = { 0, 8, 10, 13, 16, 20, 25, 32, 40, 51, 64, 81, 101, 128, 161, 204, 255 }; static int WATER_DELAY = 2000; /*==================================================================*/ /* fonctions */ /*==================================================================*/ /*------------------------------------------------------------------*/ /* mise en place des bruits de fond */ /*------------------------------------------------------------------*/ /*------------------------------------------------------------------*/ static void water_handler (void) { int pan; int hasard; HASARD_INDEX++; HASARD_INDEX = HASARD_INDEX % HASARD_SIZE; if (WATER_VOLUME > 0) { if (HASARD_INDEX % 2) pan = 192; else pan = 64; hasard = HASARD_VALUE[HASARD_INDEX] % SAMPLE_WATER_NUMBER; play_sample (SAMPLE_WATER[hasard], SOUND_VOLUME_VALUES[WATER_VOLUME], pan, 1000, 0); } } END_OF_FUNCTION (water_handler); /*------------------------------------------------------------------*/ int start_water (void) { int result = 1; int i; for (i = 0; i < HASARD_SIZE; ++i) HASARD_VALUE[i] = random () + i; if (LOADED_WATER) { WATER_VOLUME = CONFIG_WATER_VOLUME_MENU; LOCK_FUNCTION (water_handler); LOCK_VARIABLE (HASARD_INDEX); LOCK_VARIABLE (HASARD_VALUE); LOCK_VARIABLE (SAMPLE_WATER); LOCK_VARIABLE (WATER_VOLUME); LOCK_VARIABLE (SOUND_VOLUME_VALUES); #ifdef DOS _go32_dpmi_lock_data (HASARD_VALUE, HASARD_SIZE * sizeof (int)); _go32_dpmi_lock_data (SOUND_VOLUME_VALUES, 17 * sizeof (int)); #endif result = install_int_ex (water_handler, MSEC_TO_TIMER (WATER_DELAY)); water_handler (); } return result; } /*------------------------------------------------------------------*/ void stop_water (void) { remove_int (water_handler); } /*------------------------------------------------------------------*/ static void my_play_sample (SAMPLE * s, int vol) { if (vol > 0) play_sample (s, SOUND_VOLUME_VALUES[vol - 1], 128, 1000, 0); } /*------------------------------------------------------------------*/ void play_click (void) { static LW_MUTEX_DATA mutex = { NULL }; if (LOADED_SFX) { /* * We use a mutex for play_click since playing several clicks * together makes no sense. Additionnally, weird bugs (crashes...) * under windows when cycling "too fast" within the maps make * me think that it could be related to playing too many sounds * simultaneously from several threads. */ if (lw_mutex_trylock (&mutex)) { my_play_sample (SAMPLE_SFX_CLICK, CONFIG_CLICK_VOLUME); lw_mutex_unlock (&mutex); } else { log_println_str ("Warning: too many calls to \"play_click\"..."); } } } /*------------------------------------------------------------------*/ void play_go (void) { if (LOADED_SFX) my_play_sample (SAMPLE_SFX_GO, CONFIG_SFX_VOLUME); } /*------------------------------------------------------------------*/ void play_win (void) { if (LOADED_SFX) my_play_sample (SAMPLE_SFX_WIN, CONFIG_SFX_VOLUME); } /*------------------------------------------------------------------*/ void play_time (void) { if (LOADED_SFX) my_play_sample (SAMPLE_SFX_TIME, CONFIG_SFX_VOLUME); } /*------------------------------------------------------------------*/ void play_loose (void) { if (LOADED_SFX) my_play_sample (SAMPLE_SFX_LOOSE, CONFIG_SFX_VOLUME); } /*------------------------------------------------------------------*/ void play_connect (void) { if (LOADED_SFX) my_play_sample (SAMPLE_SFX_CONNECT, CONFIG_SFX_VOLUME); }