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Sound.c
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#include <stdio.h>
#include <assert.h>
#include "SDL_mixer.h"
#include "Sound.h"
//internal functions only
static int SoundSetError(char error[SOUND_ERR_LENGTH]);
static float ClampFloat(float input, float min, float max);
static int ClampInt(int input, int min, int max);
#define SOUND_NUM_CHUNKS 256
static Mix_Chunk *Sounds[SOUND_NUM_CHUNKS];
//TODO: impliment dynamically allocated sound chunks and music
//static Mix_Chunk *Sounds[];
//unsigned int NumSounds = 0;
/******************************************************************************
error handling
******************************************************************************/
static char SoundError[SOUND_ERR_LENGTH] = "";
static int SoundSetError(char error[SOUND_ERR_LENGTH])
{
//copies error string into SoundError
int i = 0;
while (*(error+i))
{
*(SoundError+i) = *(error+i);
i++;
}
return 1;
}
char *SoundGetError(void)
{
return SoundError;
}
/******************************************************************************
init and loading files
******************************************************************************/
int SoundInitSound(int channels, int rate, int buffers)
{
short format = AUDIO_S16SYS;
if (Mix_OpenAudio(rate, format, channels, buffers) != 0)
{
char err[SOUND_ERR_LENGTH];
sprintf(err, "Unable to init: %s\n", SDL_GetError());
SoundSetError(err);
return 0;
}
else
return 1;
}
void SoundCloseSound(void)
{
int i = 0;
for (i=0;i<SOUND_NUM_CHUNKS;i++)
Mix_FreeChunk(Sounds[i]);
Mix_CloseAudio();
}
/******************************************************************************
loading files/samples
******************************************************************************/
int SoundLoadSampleWAV(const char *file)
{
int i = 0;
while (Sounds[i] != NULL)
{
i++;
}
Sounds[i] = Mix_LoadWAV(file);
if (Sounds[i] == NULL)
{
char err[SOUND_ERR_LENGTH];
sprintf(err, "Unable to load Wav: %s\n", Mix_GetError());
SoundSetError(err);
return -1;
}
return i;
}
int SoundUnloadSample(int sample)
{
Mix_FreeChunk(Sounds[sample]);
if(Sounds[sample] == NULL)
return 1;
else
return 0;
}
/******************************************************************************
music loading
******************************************************************************/
#define SOUND_NUM_MUSICS 8
static Mix_Music *Music[SOUND_NUM_MUSICS];
int SoundLoadMusic(const char *file)
{
int i = 0;
while (Music[i] != NULL)
{
i++;
}
Music[i] = Mix_LoadMUS(file);
if (Music[i] == NULL)
{
char err[SOUND_ERR_LENGTH];
sprintf(err, "Unable to load Wav: %s\n", Mix_GetError());
SoundSetError(err);
return -1;
}
return i;
}
int SoundUnloadMusic(int track)
{
Mix_FreeMusic(Music[track]);
if(Music[track] == NULL)
return 1;
else
return 0;
}
/******************************************************************************
playing sounds
******************************************************************************/
int SoundPlaySample(int sample)
{
assert(sample >= 0);
//FIXME: hackish fix. get rid of the Channels[] and find a better
//way to implement sample/channel tracking
return Mix_PlayChannel(-1, Sounds[sample], 0);
}
int SoundLoopSample(int sample, int loops)
{
int channel;
channel = Mix_PlayChannel(-1, Sounds[sample], loops);
return channel;
}
int SoundIsChannelPlaying(int channel)
{
if (Mix_Playing(channel) != 0)
return 1;
else
return 0;
}
void SoundHaltChannel(int channel)
{
Mix_HaltChannel(channel);
}
void SoundSetChannelFinishedFunc(void (*channelFinished)(int channel))
{
Mix_ChannelFinished(channelFinished);
}
/******************************************************************************
music playing
******************************************************************************/
int SoundPlayMusic(int track)
{
//TODO: do more error checking
if (Music[track] != NULL)
{
if (Mix_PlayMusic(Music[track], 1))
{
return 1;
}
else
return 0;
}
else
return 0;
}
int SoundLoopMusic(int track, int loops)
{
//TODO: do more error checking
if (Music[track] != NULL)
{
if (Mix_PlayMusic(Music[track], loops))
{
return 1;
}
else
return 0;
}
else
return 0;
}
void SoundStopMusic(void)
{
Mix_HaltMusic();
}
int SoundIsMusicPLaying(void)
{
return Mix_PlayingMusic();
}
int SoundIsMusicPaused(void)
{
return Mix_PausedMusic();
}
void SoundToggleMusicPaused(void)
{
if (Mix_PausedMusic())
Mix_PauseMusic();
else
Mix_ResumeMusic();
}
/******************************************************************************
special effects
******************************************************************************/
int SoundPanChannelFloat(int channel, float panning)
{
if(Mix_Playing(channel))
{
int left, right, offset;
panning = ClampFloat(panning, -1.0, 1.0);
offset = (int)(panning * 127);
if (panning > 0)
{
right = 127 + offset;
left = 127 - offset;
}
else if (panning < 0)
{
offset = -offset;
left = 127 + offset;
right = 127 - offset;
}
else
{
left = 127;
right = 127;
}
//printf("Left: %d, Right: %d\n", left, right);
if(Mix_SetPanning(channel, left, right))
return 1;
else
return 0; //TODO: error checking?
}
else
return 0;
}
int SoundPanChannelInt(int channel, signed char panning)
{
if(Mix_Playing(channel))
{
int left, right;
if (panning > 0)
{
right = 127 + panning;
left = 255 - right;
}
else if (panning < 0)
{
left = 127 + (-panning);
right = 255 - left;
}
else
{
left = 128;
right = 128;
}
if(Mix_SetPanning(channel, left, right))
return 1;
else
return 0; //TODO: error checking?
}
else
return 0;
}
int SoundSetChannelDistanceFloat(int channel, float distance)
{
if(Mix_Playing(channel))
{
distance = ClampFloat(distance, 0.0, 1.0);
int dist;
dist = (int)(255 * distance);
//printf("Set distance to %d\n", dist);
if(Mix_SetDistance(channel, dist))
return 1;
else
return 0; //TODO: error checking?
}
else
return 0;
}
int SoundSetChannelDistanceInt(int channel, unsigned char distance)
{
//FIXME: you know the drill
if(Mix_Playing(channel))
{
//TODO: how to moron check? distance wraps so it wont break either way
if(Mix_SetDistance(channel, distance))
return 1;
else
return 0; //TODO: error checking?
}
else
return 0;
}
/******************************************************************************
internal functions only
******************************************************************************/
static float ClampFloat(float input, float min, float max)
{
if (input <= min)
return min;
else if (input >= max)
return max;
else
return input;
return 0;
}
static int ClampInt(int input, int min, int max)
{
if (input <= min)
return min;
else if (input >= max)
return max;
else
return input;
return 0;
}