98 lines
2.1 KiB
C
98 lines
2.1 KiB
C
//Copyright Paul Reiche, Fred Ford. 1992-2002
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "settings.h"
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#include "globdata.h"
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#include "libs/compiler.h"
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static MUSIC_REF LastMusicRef;
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static BOOLEAN LastContinuous;
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static BYTE LastPriority;
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void
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ToggleMusic (void)
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{
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GLOBAL (glob_flags) ^= MUSIC_DISABLED;
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if (LastPriority <= 1)
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{
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if (GLOBAL (glob_flags) & MUSIC_DISABLED)
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PLRStop (LastMusicRef);
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else if (LastMusicRef)
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PLRPlaySong (LastMusicRef, LastContinuous, LastPriority);
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}
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}
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void
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PlayMusic (MUSIC_REF MusicRef, BOOLEAN Continuous, BYTE Priority)
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{
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LastMusicRef = MusicRef;
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LastContinuous = Continuous;
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LastPriority = Priority;
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if (
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#ifdef NEVER
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Priority > 1
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||
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#endif /* NEVER */
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!(GLOBAL (glob_flags) & MUSIC_DISABLED)
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)
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{
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PLRPlaySong (MusicRef, Continuous, Priority);
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}
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}
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void
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StopMusic (void)
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{
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PLRStop (LastMusicRef);
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LastMusicRef = 0;
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}
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void
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ResumeMusic (void)
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{
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PLRResume (LastMusicRef);
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}
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void
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PauseMusic (void)
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{
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PLRPause (LastMusicRef);
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}
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void
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ToggleSoundEffect (void)
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{
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GLOBAL (glob_flags) ^= SOUND_DISABLED;
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}
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void
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PlaySoundEffect (SOUND S, COUNT Channel, SoundPosition Pos,
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void *PositionalObject, BYTE Priority)
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{
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if (!(GLOBAL (glob_flags) & SOUND_DISABLED))
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{
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SetChannelVolume (Channel, MAX_VOLUME >> 1, Priority);
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//SetChannelRate (Channel, GetSampleRate (S), Priority);
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PlayChannel (Channel, S, Pos, PositionalObject, Priority);
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}
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}
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