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