Beispiel #1
0
/**
 * Shortcut to sound on/off
 */
static void ShortCut_SoundOnOff(void)
{
    /* Toggle sound on/off */
    ConfigureParams.Sound.bEnableSound ^= true;

    /* And start/stop if need to */
    if (!ConfigureParams.Sound.bEnableSound)
    {
        if (Sound_AreWeRecording())
            Sound_EndRecording();
        Audio_UnInit();
    }
    else
    {
        Audio_Init();
    }
}
Beispiel #2
0
/**
 * Shortcut to toggle YM/WAV sound recording
 */
static void ShortCut_RecordSound(void)
{
    /* Is working? */
    if (bSoundWorking)
    {
        /* Are we currently recording? If so stop */
        if (Sound_AreWeRecording())
        {
            /* Stop, and save */
            Sound_EndRecording();
        }
        else
        {
            /* Begin recording */
            Sound_BeginRecording(ConfigureParams.Sound.szYMCaptureFileName);
        }
    }
}
Beispiel #3
0
/**
 * Show and process the sound dialog.
 */
void Dialog_SoundDlg(void)
{
	int but, i;

	SDLGui_CenterDlg(sounddlg);

	/* Set up dialog from actual values: */

	if (ConfigureParams.Sound.bEnableSound)
		sounddlg[DLGSOUND_ENABLE].state |= SG_SELECTED;
	else
		sounddlg[DLGSOUND_ENABLE].state &= ~SG_SELECTED;

	if (ConfigureParams.Sound.bEnableSoundSync)
		sounddlg[DLGSOUND_SYNC].state |= SG_SELECTED;
	else
		sounddlg[DLGSOUND_SYNC].state &= ~SG_SELECTED;

	for (i = DLGSOUND_11KHZ; i <= DLGSOUND_50KHZ; i++)
		sounddlg[i].state &= ~SG_SELECTED;

	for (i = 0; i <= DLGSOUND_50KHZ-DLGSOUND_11KHZ; i++)
	{
		if (ConfigureParams.Sound.nPlaybackFreq > nSoundFreqs[i]-500
		    && ConfigureParams.Sound.nPlaybackFreq < nSoundFreqs[i]+500)
		{
			sounddlg[DLGSOUND_11KHZ + i].state |= SG_SELECTED;
			break;
		}
	}

	sounddlg[DLGSOUND_MODEL].state &= ~SG_SELECTED;
	sounddlg[DLGSOUND_TABLE].state &= ~SG_SELECTED;
	sounddlg[DLGSOUND_LINEAR].state &= ~SG_SELECTED;
	if (ConfigureParams.Sound.YmVolumeMixing == YM_MODEL_MIXING)
		sounddlg[DLGSOUND_MODEL].state |= SG_SELECTED;
	else
	if (ConfigureParams.Sound.YmVolumeMixing == YM_TABLE_MIXING)
		sounddlg[DLGSOUND_TABLE].state |= SG_SELECTED;
	else
		sounddlg[DLGSOUND_LINEAR].state |= SG_SELECTED;

	File_ShrinkName(dlgRecordName, ConfigureParams.Sound.szYMCaptureFileName, sounddlg[DLGSOUND_RECNAME].w);

	if ( Sound_AreWeRecording() )
		sounddlg[DLGSOUND_RECORD].txt = "Stop recording";
	else
		sounddlg[DLGSOUND_RECORD].txt = "Record sound";

	/* The sound dialog main loop */
	do
	{
		but = SDLGui_DoDialog(sounddlg, NULL);
		switch (but)
		{
		 case DLGSOUND_RECBROWSE:                    /* Choose a new record file */
			SDLGui_FileConfSelect(dlgRecordName,
			                      ConfigureParams.Sound.szYMCaptureFileName,
			                      sounddlg[DLGSOUND_RECNAME].w,
			                      true);
			break;
		 case  DLGSOUND_RECORD:
			if (Sound_AreWeRecording())
			{
				sounddlg[DLGSOUND_RECORD].txt = "Record sound";
				Sound_EndRecording();
			}
			else
			{
				/* make sure that we have a valid file name... */
				if (strlen(ConfigureParams.Sound.szYMCaptureFileName) < 4)
				{
					strcpy(ConfigureParams.Sound.szYMCaptureFileName, "./hatari.wav");
				}
				sounddlg[DLGSOUND_RECORD].txt = "Stop recording";
				Sound_BeginRecording(ConfigureParams.Sound.szYMCaptureFileName);
			}
			break;
		}
                gui_poll_events();
	}
	while (but != DLGSOUND_EXIT && but != SDLGUI_QUIT
	        && but != SDLGUI_ERROR && !bQuitProgram );

	/* Read values from dialog */
	ConfigureParams.Sound.bEnableSound = (sounddlg[DLGSOUND_ENABLE].state & SG_SELECTED);

	ConfigureParams.Sound.bEnableSoundSync = (sounddlg[DLGSOUND_SYNC].state & SG_SELECTED);

	for (i = DLGSOUND_11KHZ; i <= DLGSOUND_50KHZ; i++)
	{
		if (sounddlg[i].state & SG_SELECTED)
		{
			ConfigureParams.Sound.nPlaybackFreq = nSoundFreqs[i-DLGSOUND_11KHZ];
			break;
		}
	}

	if (sounddlg[DLGSOUND_MODEL].state & SG_SELECTED)
		ConfigureParams.Sound.YmVolumeMixing = YM_MODEL_MIXING;
	else
	if (sounddlg[DLGSOUND_TABLE].state & SG_SELECTED)
		ConfigureParams.Sound.YmVolumeMixing = YM_TABLE_MIXING;
	else
		ConfigureParams.Sound.YmVolumeMixing = YM_LINEAR_MIXING;
}