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Merge branch 'master' of github.com:vitalyster/libtransport
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 | /* sound.c - Sound effect function
* Copyright (c) 1995-1997 Stefan Jokisch
*
* This file is part of Frotz.
*
* Frotz 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.
*
* Frotz 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 "frotz.h"
#ifdef DJGPP
#include "djfrotz.h"
#endif
#define EFFECT_PREPARE 1
#define EFFECT_PLAY 2
#define EFFECT_STOP 3
#define EFFECT_FINISH_WITH 4
extern int direct_call (zword);
static zword routine = 0;
static int next_sample = 0;
static int next_volume = 0;
static bool locked = FALSE;
static bool playing = FALSE;
/*
* init_sound
*
* Initialize sound variables.
*
*/
void init_sound (void)
{
locked = FALSE;
playing = FALSE;
} /* init_sound */
/*
* start_sample
*
* Call the IO interface to play a sample.
*
*/
static void start_sample (int number, int volume, int repeats, zword eos)
{
static zbyte lh_repeats[] = {
0x00, 0x00, 0x00, 0x01, 0xff,
0x00, 0x01, 0x01, 0x01, 0x01,
0xff, 0x01, 0x01, 0xff, 0x00,
0xff, 0xff, 0xff, 0xff, 0xff
};
if (story_id == LURKING_HORROR)
repeats = lh_repeats[number];
os_start_sample (number, volume, repeats, eos);
routine = eos;
playing = TRUE;
}/* start_sample */
/*
* start_next_sample
*
* Play a sample that has been delayed until the previous sound effect has
* finished. This is necessary for two samples in The Lurking Horror that
* immediately follow other samples.
*
*/
static void start_next_sample (void)
{
if (next_sample != 0)
start_sample (next_sample, next_volume, 0, 0);
next_sample = 0;
next_volume = 0;
}/* start_next_sample */
/*
* end_of_sound
*
* Call the Z-code routine which was given as the last parameter of
* a sound_effect call. This function may be called from a hardware
* interrupt (which requires extremely careful programming).
*
*/
void end_of_sound (void)
{
#if defined(DJGPP) && defined(SOUND_SUPPORT)
end_of_sound_flag = 0;
#endif
playing = FALSE;
if (!locked) {
if (story_id == LURKING_HORROR)
start_next_sample ();
direct_call (routine);
}
}/* end_of_sound */
/*
* z_sound_effect, load / play / stop / discard a sound effect.
*
* zargs[0] = number of bleep (1 or 2) or sample
* zargs[1] = operation to perform (samples only)
* zargs[2] = repeats and volume (play sample only)
* zargs[3] = end-of-sound routine (play sample only, optional)
*
* Note: Volumes range from 1 to 8, volume 255 is the default volume.
* Repeats are stored in the high byte, 255 is infinite loop.
*
*/
void z_sound_effect (void)
{
zword number = zargs[0];
zword effect = zargs[1];
zword volume = zargs[2];
/* By default play sound 1 at volume 8 */
if (zargc < 1)
number = 1;
if (zargc < 2)
effect = EFFECT_PLAY;
if (zargc < 3)
volume = 8;
if (number >= 3 || number == 0) {
locked = TRUE;
if (story_id == LURKING_HORROR && (number == 9 || number == 16)) {
if (effect == EFFECT_PLAY) {
next_sample = number;
next_volume = volume;
locked = FALSE;
if (!playing)
start_next_sample ();
} else locked = FALSE;
return;
}
playing = FALSE;
switch (effect) {
case EFFECT_PREPARE:
os_prepare_sample (number);
break;
case EFFECT_PLAY:
start_sample (number, lo (volume), hi (volume), (zargc == 4) ? zargs[3] : 0);
break;
case EFFECT_STOP:
os_stop_sample (number);
break;
case EFFECT_FINISH_WITH:
os_finish_with_sample (number);
break;
}
locked = FALSE;
} else os_beep (number);
}/* z_sound_effect */
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