Rename windows directories to remove spaces. This backslash business is getting old.
This commit is contained in:
399
Win32/game/tools/soundtool.cpp
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399
Win32/game/tools/soundtool.cpp
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/*
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* soundtool.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 16/04/09.
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*
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*/
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#include <cmath>
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#if defined(__APPLE__)
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#include <Carbon/Carbon.h>
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#elif defined(WIN32)
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#include <windows.h>
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#include <mmsystem.h>
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#endif
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#include <cstdio>
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#include "soundtool.h"
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#include "../classes/consts.h"
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#include "../globvar.h"
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#include "../boe.text.h"
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char* snds[NUM_SOUNDS];
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#if defined(WIN32)
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HGLOBAL sound_handles[NUM_SOUNDS];
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#endif
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bool sound_going(short which_s) {
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short i;
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for (i = 0; i < 4; i++)
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if (snd_played[i] == which_s)
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return true;
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return false;
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}
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#ifdef __APPLE__
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pascal void snd_channel_callback(SndChannelPtr theChannel,SndCommand* theCommand) {
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long theA5;
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short channel = -1,i,which_sound;
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#ifndef EXILE_BIG_GUNS
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theA5 = SetA5(theCommand->param2);
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#endif
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for (i = 0; i < 4; i++)
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if (chan[i] == theChannel)
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channel = i;
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which_sound = snd_played[channel];
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snd_played[channel] = -1;
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//if (in_startup_mode == false)
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// print_num(0,snd_played[channel],channel);
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if ((sound_going(which_sound) == false) && (load_when_play[which_sound] == true)) {
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HUnlock(sound_handles[which_sound]);
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//if (in_startup_mode == false)
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// print_num(99,snd_played[channel],channel);
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}
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#ifndef EXILE_BIG_GUNS
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theA5 = SetA5(theA5);
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#endif
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}
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#endif
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void init_snd_tool(){
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#ifdef __APPLE__
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short i,t;
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SndCallBackUPP callback;
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for (i = 0; i < NUM_SOUNDS; i++) {
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if (!load_when_play[i]) {
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sound_handles[i] = GetResource('snd ', 20000 + i);
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}
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}
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callback = NewSndCallBackUPP(snd_channel_callback);
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for(t=0;t<4;t++){ // set up 4 sound channels
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SndNewChannel(&chan[t], sampledSynth, initMono + initNoDrop, callback);
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chan[t]->qLength = 128;
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}
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#endif
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}
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void play_sound(short which, short how_many_times) { // if < 0, play asynch
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#if defined(__APPLE__)
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Handle sndhandle;
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unsigned long dummy;
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OSErr err;
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SndCommand theCommand;
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if (!play_sounds || how_many_times == 0) return;
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if (abs(which) > NUM_SOUNDS) {
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//char msg[50];
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/*s*/printf(/*msg,*/"Error: Sound #%i does not exist.\n",abs(which));
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//give_error(msg,"",0);
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return;
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}
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channel++;
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if (channel > numchannel) channel = 0;
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if (!sound_going(abs(which)) && load_when_play[abs(which)])
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sndhandle = GetResource('snd ',20000 + abs(which));
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else sndhandle = sound_handles[abs(which)];
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if (which > 0)
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if (always_asynch[which])
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which *= -1;
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if (sndhandle != NULL)
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{
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HLock(sndhandle);
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if (which < 0) err = SndPlay(chan[channel],(SndListHandle) sndhandle,true); // Normal SndPlay
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else {
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err = SndPlay(chan[channel],(SndListHandle) sndhandle,false);
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}
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if (err != 0) {
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printf("Sound error.\n");
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//add_string_to_buf("Sound Error. Error codes:");
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//print_nums(channel,which,err);
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//add_string_to_buf("Your system could not play a sound.");
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//add_string_to_buf("Make sure editor isn't running.");
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//add_string_to_buf("Turn off sounds if necessary.");
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}
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HUnlock(sndhandle);
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snd_played[channel] = abs(which);
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theCommand.cmd = callBackCmd;
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theCommand.param1 = 0;
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#ifndef EXILE_BIG_GUNS
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theCommand.param2 = SetCurrentA5();
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#endif
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#ifdef EXILE_BIG_GUNS
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theCommand.param2 = 0;
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#endif
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SndDoCommand(chan[channel],&theCommand,true);
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}
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else SysBeep(20);
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if (which < 0)
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Delay(sound_delay[-1 * which],&dummy);
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if(how_many_times > 1)
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play_sound(which, how_many_times - 1);
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#elif defined(WIN32)
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short i,num_fails = 0;
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char snd_name[30];
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bool asyn = false,a_sound_did_get_played = false;
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bool not_asyn = false,check_sound;
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HRSRC h;
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if ((sounds_missing) || (!play_sounds) || (how_many_times == 0))
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return;
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if (which < 0) {
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asyn = true;
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which = which * -1;
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}
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if (which >= 1000) {
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which -= 1000;
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not_asyn = true;
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}
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if (which >= 100)
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return;
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if ((always_asynch[which] == true) &&
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((can_ignore[which] == 1) || (can_ignore[which] >= 3)))
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asyn = true;
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if ((can_ignore[which] > 0) && (can_ignore[which] < 5) && (party.stuff_done[SDF_LESS_SOUND] == 1))
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return;
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if ((can_ignore[which] != 1) && (can_ignore[which] < 3))
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asyn = false;
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if ((party.stuff_done[SDF_LESS_SOUND] == 1) && (can_ignore[which] < 5))
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asyn = false;
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if (not_asyn == true)
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asyn = false;
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if ((load_when_play[which] == true) && (sound_handles[which] == NULL)) {
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asyn = false;
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sprintf((char *)snd_name,"#%d",which + 1);
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h = FindResource(hModule,snd_name,"#100");
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sound_handles[which] = LoadResource(hModule,h);
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snds[which] = (char *) LockResource(sound_handles[which]);
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}
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if (store_last_sound_played == 6)
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sndPlaySound(NULL,0);
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if (asyn == true) {
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if (can_ignore[which] >= 4)
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check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY | SND_NOSTOP);
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else check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY);
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while (check_sound == false) {
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if (can_ignore[store_last_sound_played] == 4) {// then sound goes away
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return;
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}
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num_fails++;
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if (num_fails < 40)
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sound_pause(25);
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else {
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MessageBox(mainPtr,"Cannot play sounds - Sounds stuck error a. Game can still be played, but quietly. Check to make sure your sound drivers are up to date and not corrupted.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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print_nums(111,which,num_fails);
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sounds_missing = true;
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return;
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}
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sndPlaySound(NULL,0);
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if (can_ignore[which] >= 4)
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check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY | SND_NOSTOP);
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else check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY);
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}
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a_sound_did_get_played = true;
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}
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else {
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if (can_ignore[which] >= 4)
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check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY | SND_NOSTOP);
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else check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY);
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while (check_sound == false) {
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if (can_ignore[store_last_sound_played] == 4) {// then sound goes away
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return;
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}
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num_fails++;
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if (num_fails < 40)
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sound_pause(25);
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else {
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MessageBox(mainPtr,"Cannot play sounds - Sounds stuck error b. Game can still be played, but quietly. Check to make sure your sound drivers are up to date and not corrupted.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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print_nums(222,which,num_fails);
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sounds_missing = true;
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return;
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}
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sndPlaySound(NULL,0);
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if (can_ignore[which] >= 4)
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check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY | SND_NOSTOP);
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else check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY);
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}
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a_sound_did_get_played = true;
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}
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store_last_sound_played = which;
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if ((load_when_play[which] == true) && (asyn == false))
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sound_handles[which] = NULL;
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for (i = 0; i < NUM_SOUNDS; i++)
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if ((load_when_play[which] == true) && (sound_handles[which] != NULL)
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&& (a_sound_did_get_played == true) && (i != which))
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{
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sound_handles[i] = NULL;
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}
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#endif
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}
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#ifdef WIN32
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void kill_sound()
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{
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sndPlaySound(NULL,0);
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}
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#endif
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void one_sound(short which)
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{
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if (which == last_played)
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return;
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play_sound(which);
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last_played = which;
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}
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void clear_sound_memory(){
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last_played = 100;
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}
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void flip_sound()
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{
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play_sounds = (play_sounds == true) ? false : true;
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}
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#ifdef WIN32
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void sound_pause(long len) {
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long t1,t2;
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t1 = (long) GetCurrentTime();
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t2 = t1;
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while (t2 - t1 < len) {
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t2 = (long)GetCurrentTime();
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}
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}
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void load_sounds(HMODULE handle)
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{
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short i,t,err;
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HRSRC h;
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char snd_name[20];
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WAVEOUTCAPS wavecaps;
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hModule = handle;
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t = waveOutGetNumDevs();
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if (t == 0) {
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sounds_missing = true;
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return;
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}
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err = waveOutGetDevCaps(0,&wavecaps,sizeof(WAVEOUTCAPS));
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if (err != 0) {
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sounds_missing = true;
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switch (err) {
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case MMSYSERR_BADDEVICEID:
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MessageBox(mainPtr,"Cannot initialize sounds - No sound device detected. Game can still be played, but quietly.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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return;
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case MMSYSERR_NODRIVER:
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MessageBox(mainPtr,"Cannot initialize sounds - No driver installed. Game can still be played, but quietly.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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return;
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case MMSYSERR_NOMEM :
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MessageBox(mainPtr,"Cannot initialize sounds - can't find enough memory. Game can still be played, but quietly.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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return;
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case MMSYSERR_ALLOCATED:
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MessageBox(mainPtr,"Cannot initialize sounds - sound card already allocated. Game can still be played, but quietly.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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return;
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case MMSYSERR_ERROR:
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MessageBox(mainPtr,"Cannot initialize sounds - internal error. Game can still be played, but quietly.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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return;
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default:
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MessageBox(mainPtr,"Cannot initialize sounds - unidentified error. Game can still be played, but quietly.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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return;
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}
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}
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for (i = 0; i < NUM_SOUNDS; i++) {
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sound_handles[i] = NULL;
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if (load_when_play[i] == false) {
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sprintf((char *)snd_name,"#%d",i + 1);
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h = FindResource(handle,snd_name,"#100");
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sound_handles[i] = LoadResource(handle,h);
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snds[i] = (char*) LockResource(sound_handles[i]);
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}
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}
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}
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void move_sound(unsigned char ter,short step)
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{
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short spec;
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spec = scenario.ter_types[ter].special;
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if ((monsters_going == false) && (overall_mode < MODE_COMBAT) && (party.in_boat >= 0)) {
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if (spec == TER_SPEC_TOWN_ENTRANCE)
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return;
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play_sound(48);
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}
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else if ((monsters_going == false) && (overall_mode < MODE_COMBAT) && (party.in_horse >= 0)) {////
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play_sound(85);
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}
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else if(spec == TER_SPEC_POISON_LAND) //if poisoned land don't play squish sound : BoE legacy behavior, can be removed safely
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return;
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// else if(spec == TER_SPEC_DISEASED_LAND) //if diseased land do the same
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// return;
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else switch(scenario.ter_types[ter].step_sound){
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case 0:
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if (step % 2 == 0) //footsteps alternate sound
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play_sound(49);
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else play_sound(50);
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break;
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case 1:
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play_sound(55); //squish
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break;
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case 2:
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play_sound(47); //crunch
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break;
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case 3:
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break; //silence : do nothing
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default:
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if (step % 2 == 0) //safety footsteps valve
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play_sound(49);
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else play_sound(50);
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}
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}
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#endif
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Block a user