Restored music playing
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3 changed files with 109 additions and 133 deletions
93
README.md
93
README.md
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@ -1,28 +1,40 @@
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BlockoFighter
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=============
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# BlockoFighter
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A 3D two-player arena combat game, featuring characters similar to a popular construction toy.
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A 3D two-player arena combat game, featuring characters similar to a popular
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construction toy.
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![ScreenShot1](screens/screenshot1.jpg) ![ScreenShot2](screens/screenshot2.jpg) ![ScreenShot3](screens/screenshot3.jpg)
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![ScreenShot1](screens/screenshot1.jpg) ![ScreenShot2](screens/screenshot2.jpg)
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![ScreenShot3](screens/screenshot3.jpg)
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About
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-----
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## About
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BlockoFighter is a humorous beat-em-up game which originally started as a school project during a course in computer graphics. The first version called LegoFighter was finished under Christmas 2001 and now, after many months of work and idle time, we are finally presenting BlockoFighter - the second version of the game.
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BlockoFighter is a humorous beat-em-up game which originally started as a school
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project during a course in computer graphics. The first version called
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LegoFighter was finished under Christmas 2001 and now, after many months of work
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and idle time, we are finally presenting BlockoFighter - the second version of
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the game.
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The game has been completely rewritten and there are many improvements which include sound effects and music, a full 3D arena and a nice physics engine. The backbones for the game are OpenGL and SDL.
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The game has been completely rewritten and there are many improvements which
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include sound effects and music, a full 3D arena and a nice physics engine. The
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backbones for the game are OpenGL and SDL.
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This version of the game was made as an entry for the game development competition at the Assembly 2002 demo party. It placed third (kudos to the winner, Stair Dismount ;)
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This version of the game was made as an entry for the game development
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competition at the Assembly 2002 demo party. It placed third (kudos to the
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winner, Stair Dismount ;)
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Blockofighter is a two-player game where two Blocko men (they may look like LEGO characters but they are not) encounter in a fierce battle which occurs in a rectangular arena located in the spectacular fjords of scenic Lapland. The fighting is so intense that severed limbs or heads are not a rare sight. Furious breakdancing moves are available for skilled players who want to fight with style. West side!
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Blockofighter is a two-player game where two Blocko men (they may look like LEGO
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characters but they are not) encounter in a fierce battle which occurs in a
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rectangular arena located in the spectacular fjords of scenic Lapland. The
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fighting is so intense that severed limbs or heads are not a rare sight. Furious
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breakdancing moves are available for skilled players who want to fight with
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style. West side!
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How to play
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-----------
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## How to play
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Use arrows, enter and esc to navigate in menus.
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| Action | Player 1 | Player 2 |
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|:---------------|:-------------:|:------------:|
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| :------------ | :---------: | :------: |
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| Move forward | Up arrow | E |
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| Move backward | Down arrow | D |
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| Turn left | Left arrow | S |
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@ -30,46 +42,49 @@ Use arrows, enter and esc to navigate in menus.
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| Jump | ¨ or ] | Q |
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| Hit | ' or \ | A |
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Requirements
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------------
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## Requirements
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Minimal system requirements are:
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* Windows or GNU/Linux operating system
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* OpenGL 2.0 (or better) compatible graphics card, with at least 64MB graphical memory
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* At least 1GHz CPU
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* At least 512MB RAM
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- Windows or GNU/Linux operating system
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- OpenGL 2.0 (or better) compatible graphics card, with at least 64MB graphical
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memory
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- At least 1GHz CPU
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- At least 512MB RAM
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Software dependencies are:
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* [SDL 1.2](http://www.libsdl.org/)
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* [SDL_Image 1.2](http://www.libsdl.org/)
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* [FMOD](http://www.fmod.org)
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- [SDL 2.0](http://www.libsdl.org/)
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- [SDL_image 2.0](http://www.libsdl.org/)
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- [SDL_mixer 2.0](http://www.libsdl.org/)
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Compiling
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---------
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## Compiling
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Use the provided Makefile (altering it if necessary), and build the game using the `make` command. You can then run the program using the compiled executable, from the main project directory.
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Use the provided Makefile (altering it if necessary), and build the game using
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the `make` command. You can then run the program using the compiled executable,
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from the main project directory.
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Credits
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-------
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## Credits
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* Miika Sell - Original source code
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* Juha Kaarlas - Original source code
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* [Michaël Lemaire](http://thunderk.net) - Current maintainer
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* Osmand - Music
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* Forge - Sound effects
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- Miika Sell - Original source code
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- Juha Kaarlas - Original source code
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- [Michaël Lemaire](http://thunderk.net) - Current maintainer
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- Osmand - Music
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- Forge - Sound effects
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Links
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-----
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## Links
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The project is hosted on [GitHub](https://github.com/thunderk/blockofighter).
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The original demoscene release is presented on [pouët.net](http://www.pouet.net/prod.php?which=7195).
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The original demoscene release is presented on
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[pouët.net](http://www.pouet.net/prod.php?which=7195).
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License
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-------
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## License
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This source code is available under the terms of the [Mozilla Public License](http://www.mozilla.org/MPL/2.0/). Read the full license terms in the LICENSE file.
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This source code is available under the terms of the
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[Mozilla Public License](http://www.mozilla.org/MPL/2.0/). Read the full license
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terms in the LICENSE file.
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LEGO® is a trademark of the LEGO Group of companies which does not sponsor, authorize or endorse this program. Any resemblance with LEGO® bricks is purely coincidental or made as a tribute, with no commercial claim whatsoever.
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LEGO® is a trademark of the LEGO Group of companies which does not sponsor,
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authorize or endorse this program. Any resemblance with LEGO® bricks is purely
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coincidental or made as a tribute, with no commercial claim whatsoever.
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117
src/audio.cpp
117
src/audio.cpp
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#include <string.h>
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#include <stdio.h>
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#include <functional>
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#include "audio.h"
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};
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soundlist *allsounds = NULL;
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Sound *current_music = NULL;
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Sound::Sound(Sound *source) {
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memcpy(this, source, sizeof(Sound));
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void Sound::load(char *filename, int type, bool loops) {
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this->filename = filename;
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if (type == SOUNDTYPE_AUTODETECT) {
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if (endsWith(filename, "mp3") || endsWith(filename, "mp2") ||
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endsWith(filename, "ogg"))
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if (endsWith(filename, "mp3") || endsWith(filename, "ogg"))
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type = SOUNDTYPE_STREAM;
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if (endsWith(filename, "wav") || endsWith(filename, "raw"))
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type = SOUNDTYPE_SAMPLE;
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}
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if (endsWith(filename, "s3m") || endsWith(filename, "xm") ||
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endsWith(filename, "it") || endsWith(filename, "mid") ||
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endsWith(filename, "rmi") || endsWith(filename, "sgr") ||
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endsWith(filename, "mod"))
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type = SOUNDTYPE_MODULE;
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}
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#ifdef AUDIO_FMOD
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sample = NULL;
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module = NULL;
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stream = NULL;
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this->type = type;
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if (type == SOUNDTYPE_MODULE) {
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module = FMUSIC_LoadSong(filename);
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this->loops = false;
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} else if (type == SOUNDTYPE_SAMPLE) {
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if (loops) {
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sample =
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FSOUND_Sample_Load(FSOUND_FREE, filename, FSOUND_LOOP_NORMAL, 0, 0);
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FSOUND_Sample_SetMode(sample, FSOUND_LOOP_NORMAL);
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this->chunk = NULL;
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this->music = NULL;
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if (type == SOUNDTYPE_SAMPLE) {
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this->chunk = Mix_LoadWAV(filename);
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if (this->chunk) {
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} else {
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sample = FSOUND_Sample_Load(FSOUND_FREE, filename, FSOUND_LOOP_OFF, 0, 0);
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FSOUND_Sample_SetMode(sample, FSOUND_LOOP_OFF);
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printf("Error while loading sample %s: %s\n", filename, Mix_GetError());
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}
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this->loops = loops;
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} else if (type == SOUNDTYPE_STREAM) {
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if (loops) {
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stream = FSOUND_Stream_Open(filename, FSOUND_LOOP_NORMAL, 0, 0);
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} else {
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stream = FSOUND_Stream_Open(filename, FSOUND_LOOP_OFF, 0, 0);
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this->music = Mix_LoadMUS(filename);
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if (!this->music) {
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printf("Error while loading music %s: %s\n", filename, Mix_GetError());
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}
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}
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this->loops = loops;
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}
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#endif
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stopcallback = NULL;
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soundlist *node = new soundlist;
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node->sound = this;
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finished = false;
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fademode = SOUND_FADENONE;
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minduration = 0;
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#ifdef AUDIO_FMOD
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if (type == SOUNDTYPE_MODULE) {
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FMUSIC_PlaySong(module);
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FMUSIC_SetMasterVolume(module, (int)(volume * 256));
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} else if (type == SOUNDTYPE_SAMPLE) {
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channel = FSOUND_PlaySound(FSOUND_FREE, sample);
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if (chunk) {
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channel = -1;
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/*channel = FSOUND_PlaySound(FSOUND_FREE, sample);
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FSOUND_SetVolume(channel, (int)(volume * 256));
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if (!loops) {
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running = false;
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finished = false;
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}*/
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} else if (music) {
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if (Mix_PlayMusic(music, loops)) {
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printf("Failed to play music\n");
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} else {
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current_music = this;
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}
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} else if (type == SOUNDTYPE_STREAM) {
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channel = FSOUND_Stream_Play(FSOUND_FREE, stream);
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FSOUND_SetVolume(channel, (int)(volume * 256));
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Mix_VolumeMusic((int)(volume * MIX_MAX_VOLUME));
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}
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#endif
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// printf("Done: %f\n", volume);
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return true;
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}
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}
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void Sound::stop() {
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#ifdef AUDIO_FMOD
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if (type == SOUNDTYPE_MODULE) {
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FMUSIC_StopSong(module);
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} else if (type == SOUNDTYPE_SAMPLE) {
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FSOUND_StopSound(channel);
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} else if (type == SOUNDTYPE_STREAM) {
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FSOUND_Stream_Stop(stream);
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if (chunk && channel >= 0) {
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Mix_HaltChannel(channel);
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} else if (music && current_music == this) {
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// FIXME only if it is THIS music playing
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Mix_HaltMusic();
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}
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#endif
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}
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void Sound::setVolume(float volume) {
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#ifdef AUDIO_FMOD
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if (type == SOUNDTYPE_MODULE) {
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FMUSIC_SetMasterVolume(module, (int)(volume * 256));
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} else if (type == SOUNDTYPE_SAMPLE) {
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FSOUND_SetVolume(channel, (int)(volume * 256));
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} else if (type == SOUNDTYPE_STREAM) {
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FSOUND_SetVolume(channel, (int)(volume * 256));
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if (chunk && channel >= 0) {
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Mix_Volume(channel, (int)(volume * MIX_MAX_VOLUME));
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} else if (music && current_music == this) {
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Mix_VolumeMusic((int)(volume * MIX_MAX_VOLUME));
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}
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#endif
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this->volume = volume;
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}
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#ifdef AUDIO_FMOD
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signed char streamendcallback(FSOUND_STREAM *stream, void *buff, int len,
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int param) {
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Sound *sound = (Sound *)param;
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void streamendcallback(Sound* sound) {
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sound->setFinished();
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return true;
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}
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#endif
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void Sound::setStopCallback(STOPCALLBACK callback) {
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stopcallback = callback;
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#ifdef AUDIO_FMOD
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if (type == SOUNDTYPE_MODULE) {
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} else if (type == SOUNDTYPE_SAMPLE) {
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if (chunk && channel >= 0) {
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// NOT SUPPORTED
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} else if (type == SOUNDTYPE_STREAM) {
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// FSOUND_Stream_SetEndCallback(stream,
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// (FSOUND_STREAMCALLBACK)streamendcallback, (int)this);
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} else if (music) {
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//Mix_HookMusicFinished(std::bind(callback, this));
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}
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#endif
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}
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void Sound::setFinished(void) { finished = true; }
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}
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void initAudio(void) {
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#ifdef AUDIO_FMOD
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FSOUND_Init(44100, 32, 0);
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#endif
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Mix_Init(MIX_INIT_MP3 | MIX_INIT_OGG);
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Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024);
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}
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void uninitAudio(void) {
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#ifdef AUDIO_FMOD
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FSOUND_Close();
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#endif
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Mix_CloseAudio();
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Mix_Quit();
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}
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void updateAudio(void) {
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18
src/audio.h
18
src/audio.h
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#ifndef __AUDIO_H_INCLUDED__
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#define __AUDIO_H_INCLUDED__
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#ifdef AUDIO_FMOD
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#include <fmod.h>
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#endif
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#include "SDL_mixer.h"
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class Sound;
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typedef void (*STOPCALLBACK)(Sound *sound);
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#define SOUNDTYPE_AUTODETECT 0
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#define SOUNDTYPE_MODULE 1
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#define SOUNDTYPE_STREAM 2
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#define SOUNDTYPE_SAMPLE 3
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#define SOUNDTYPE_STREAM 1
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#define SOUNDTYPE_SAMPLE 2
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#define BGSONG DATAPATH "boom.mp3"
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class Sound {
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private:
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#ifdef AUDIO_FMOD
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int type;
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FMUSIC_MODULE *module;
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FSOUND_STREAM *stream;
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FSOUND_SAMPLE *sample;
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Mix_Chunk *chunk;
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Mix_Music *music;
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int channel;
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#endif
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bool loops;
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bool finished;
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bool running;
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