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#include <stdint.h>
#include <dos.h>
#include "data.h"
#include "mikmod.h"
typedef struct
{
SAMPLE *s;
const char *data;
size_t len;
} Efx;
#define EFX_CNT 7
static Efx efx[EFX_CNT] =
{
{ NULL, (const char *)binary_gold_efx_start, (size_t)&binary_gold_efx_size},
{ NULL, (const char *)binary_jump_efx_start, (size_t)&binary_jump_efx_size},
{ NULL, (const char *)binary_warp_efx_start, (size_t)&binary_warp_efx_size},
{ NULL, (const char *)binary_pickup_efx_start, (size_t)&binary_pickup_efx_size},
{ NULL, (const char *)binary_time_efx_start, (size_t)&binary_time_efx_size},
{ NULL, (const char *)binary_hit_efx_start, (size_t)&binary_hit_efx_size},
{ NULL, (const char *)binary_death_efx_start, (size_t)&binary_death_efx_size},
};
static uint8_t cur = 0;
static uint32_t voice = 0;
static MODULE *music = NULL;
uint8_t sound_init(uint8_t nosound)
{
MikMod_InitThreads();
if (!nosound)
MikMod_RegisterDriver(&drv_sb);
MikMod_RegisterDriver(&drv_nos);
MikMod_RegisterLoader(&load_it);
md_mode |= DMODE_SOFT_SNDFX | DMODE_SOFT_MUSIC;
md_volume = 128;
md_sndfxvolume = 128;
md_pansep = 0;
md_mixfreq = 22050;
if (MikMod_Init(NULL))
return 0;
for (uint8_t i = 0; i < EFX_CNT; i++)
{
efx[i].s = Sample_LoadMem(efx[i].data, efx[i].len);
if (!efx[i].s)
return 0;
}
/* 1 voice for effects */
MikMod_SetNumVoices(-1, 1);
/* needs a song playing to get effects; have a "silence" pattern on 0 */
music = Player_LoadMem((const char *)binary_music_start, (size_t)&binary_music_size, 8, 0);
if (!music)
return 0;
Player_Start(music);
MikMod_EnableOutput();
return 1;
}
volatile static uint8_t divider = 0;
/* To be called from the timer int, so we update every 1080ms approx by using a
* counter and updating 1 in 20 interrupts */
void sound_update()
{
if (++divider == 20)
{
divider = 0;
MikMod_Update();
}
}
void sound_mute()
{
MikMod_DisableOutput();
}
void sound_unmute()
{
MikMod_EnableOutput();
}
void sound_free()
{
MikMod_DisableOutput();
if (music)
Player_Free(music);
for (uint8_t i = 0; i < EFX_CNT; i++)
if (!efx[i].s)
Sample_Free(efx[i].s);
MikMod_Exit();
}
void sound_music_pattern(uint16_t pat)
{
Player_SetPosition(pat);
}
void sound_play_efx(uint8_t efxno)
{
if (cur > efxno && !Voice_Stopped(voice))
return;
cur = efxno;
voice = Sample_Play(efx[cur].s, 0, 0);
}
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