Beispiel #1
0
DSGM_SoundInstance *DSGM_PlaySoundAdvancedFull(DSGM_Sound *sound, u8 volume, u8 panning) {
	DSGM_SoundInstance *soundInstance = DSGM_AddSoundInstance(sound);
	
	if(sound->type == DSGM_SOUND_STREAM) {
		if(!sound->loaded) {
			mmLoad(sound->ID);
			sound->loaded = true;
		}
		mmStart(sound->ID, MM_PLAY_LOOP);
	}
	else {
		if(!sound->loaded) {
			mmLoadEffect(sound->ID - DSGM_soundStreamCount);
			sound->loaded = true;
		}
		mm_sound_effect effect = {
			{ sound->ID - DSGM_soundStreamCount } ,
			(int)(1.0f * (1<<10)),					// rate
			0,										// handle
			soundInstance->volume = volume,			// volume (255 = max)
			soundInstance->panning = panning,		// panning (128 = center)
		};
		soundInstance->effectNumber = mmEffectEx(&effect);
		mmEffectRelease(soundInstance->effectNumber);
	}
	
	return soundInstance;
}
Beispiel #2
0
Sound::Sound()
{
  mmInitDefaultMem((mm_addr)soundbank_bin);
  mmLoad(MOD_CASTLE_MUSIC);
  mmStart(MOD_CASTLE_MUSIC, MM_PLAY_LOOP);

  initEffects();
}
Beispiel #3
0
/* Initialisation ************************************************************* 
 * --------------
 * Paramètres :
 * - parts : les parts qui devront être jouées
 * - nb_parts : le nombre de parts
 ******************************************************************************/
void DemoInit(T_Part* parts, int nb_parts)
{
	TimerMillis = 0;

	DemoParts = parts;
	NbParts = nb_parts;
	CurrentPart = 0;

	mmInitDefaultMem( (mm_addr)soundbank_bin );
	mmSelectMode(MM_MODE_C);
	mmLoad(0);

	// Initialisation du timer
	// Millisecond Timer refresh IRQ
    TIMER1_CR = 0;
    TIMER1_DATA = TIMER_FREQ(0x409);
    TIMER1_CR = TIMER_ENABLE | TIMER_DIV_1 | TIMER_IRQ_REQ;

	irqEnable(IRQ_TIMER1);
    irqSet(IRQ_TIMER1, _TimerMillisInterrupt);
    
    glInit();
}
Beispiel #4
0
DSGM_SoundInstance *DSGM_PlaySoundFull(DSGM_Sound *sound) {
	DSGM_SoundInstance *soundInstance = DSGM_AddSoundInstance(sound);
	
	if(sound->type == DSGM_SOUND_STREAM) {
		if(!sound->loaded) {
			mmLoad(sound->ID);
			sound->loaded = true;
		}
		mmStart(sound->ID, MM_PLAY_LOOP);
	}
	else {
		if(!sound->loaded) {
			mmLoadEffect(sound->ID - DSGM_soundStreamCount);
			sound->loaded = true;
		}
		soundInstance->effectNumber = mmEffect(sound->ID - DSGM_soundStreamCount);
		mmEffectRelease(soundInstance->effectNumber);
	}
	
	soundInstance->volume = 255;
	soundInstance->panning = 128;
	
	return soundInstance;
}
Beispiel #5
0
// Program entrypoint
int main()
{	
	if (!mmIsARM7Loaded())
	{
		printf("Couldn't load Maxmod!\n");
		return 1;
	}

	// Init Maxmod with default settings (loading from FAR)
	mmInitDefaultFAR(hFar, "/soundbank.bin");
	
	FeOS_DirectMode();

	videoSetMode(MODE_0_2D);
	videoSetModeSub(0);
	vramSetBankA(VRAM_A_MAIN_SPRITE);

	// Initialize the sprite engine with 1D mapping 128 byte boundary
	// aand no external palette support
	oamInit(&oamMain, SpriteMapping_1D_32, false);

	int i;
	for (i = 0; i < 5; i ++)
	{
		// Allocate some space for the sprite graphics
		sprites[i].gfx = oamAllocateGfx(&oamMain, sprites[i].size, sprites[i].format);

		// Fill each sprite with a different index (2 pixels at a time)
		dmaFillHalfWords(((i+1) << 8) | (i+1), sprites[i].gfx, 32*32);
	}

	// Set indexes to different colours
	SPRITE_PALETTE[1] = RGB15(31,0,0);
	SPRITE_PALETTE[2] = RGB15(0,31,0);
	SPRITE_PALETTE[3] = RGB15(0,0,31);
	SPRITE_PALETTE[4] = RGB15(31,0,31);
	SPRITE_PALETTE[5] = RGB15(0,31,31);

	mmSetEventHandler(myEventHandler);
	mmLoad(MOD_EXAMPLE2);
	mmStart(MOD_EXAMPLE2, MM_PLAY_LOOP);

	for(;;)
	{
		swiWaitForVBlank();
		if (keysDown() & KEY_START)
			break;

		for (i = 0; i < 5; i ++)
		{
			// Constantly increase the sprite's y velocity
			sprites[i].dy += 1;
		
			// Update the sprite's y position with its y velocity
			sprites[i].y += sprites[i].dy;
		
			// Clamp the sprite's y position
			if (sprites[i].y<72) sprites[i].y = 72;
			if (sprites[i].y>96) sprites[i].y = 96;
		
			oamSet(&oamMain,                 // Main graphics engine context
			       i,                        // OAM index (0 to 127)  
			       sprites[i].x,             // X and Y pixel location of the sprite
			       sprites[i].y, 			
			       0,                        // Priority, lower renders last (on top)
			       sprites[i].paletteAlpha,  // Palette index 
			       sprites[i].size,
			       sprites[i].format,
			       sprites[i].gfx,           // Pointer to the loaded graphics
			       sprites[i].rotationIndex, // Sprite rotation data  
			       false,                    // Double the size when rotating?
			       false,                    // Hide the sprite?
			       false, false,             // VFlip, HFlip
			       false);                   // Apply mosaic
		}
	}

	mmStop();
	mmUnload(MOD_EXAMPLE2);
	mmUnloadSoundbank();

	FeOS_ConsoleMode();

	return 0;
}
Beispiel #6
0
Music::Music(mm_word music) :
    music(music)
{
    mmLoad(music);
}
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------

	int i = 0;
	
	videoSetMode(MODE_0_2D);
	videoSetModeSub(0);   // not using subscreen

	lcdMainOnBottom();
	
	//initialize the sprite engine with 1D mapping 128 byte boundary
	//and no external palette support
	oamInit(&oamMain, SpriteMapping_1D_32, false);

	vramSetBankA(VRAM_A_MAIN_SPRITE);
	
	for (i = 0; i < 5; i++) {
		//allocate some space for the sprite graphics
		sprites[i].gfx = oamAllocateGfx(&oamMain, sprites[i].size, sprites[i].format);

		//fill each sprite with a different index (2 pixels at a time)
		dmaFillHalfWords( ((i+1)<<8)|(i+1), sprites[i].gfx, 32*32);
	}

	//set indexes to different colours
	SPRITE_PALETTE[1] = RGB15(31,0,0);
	SPRITE_PALETTE[2] = RGB15(0,31,0);
	SPRITE_PALETTE[3] = RGB15(0,0,31);
	SPRITE_PALETTE[4] = RGB15(31,0,31);
	SPRITE_PALETTE[5] = RGB15(0,31,31);

	// initialise maxmod using default settings, and enable interface for soundbank that is loaded into memory
	mmInitDefaultMem( (mm_addr)mmsolution_bin );

	// setup maxmod to use the song event handler
	mmSetEventHandler( myEventHandler );
	
	// load song
	// values for this function are in the solution header
	mmLoad( MOD_EXAMPLE2 );

	// start song playing
	mmStart( MOD_EXAMPLE2, MM_PLAY_LOOP );

	while(1) {
		for (i=0; i < 5; i++) {
			// constantly increase the sprite's y velocity
			sprites[i].dy += 1;
		
			// update the sprite's y position with its y velocity
			sprites[i].y += sprites[i].dy;
		
			// clamp the sprite's y position
			if ( sprites[i].y<72 ) sprites[i].y = 72;
			if ( sprites[i].y>96 ) sprites[i].y = 96;
		
			oamSet(	&oamMain, 					//main graphics engine context
					i,           				//oam index (0 to 127)  
					sprites[i].x,				//x and y pixel location of the sprite
					sprites[i].y, 			
					0,							//priority, lower renders last (on top)
					sprites[i].paletteAlpha,	//palette index 
					sprites[i].size,
					sprites[i].format,
					sprites[i].gfx,				//pointer to the loaded graphics
					sprites[i].rotationIndex,	//sprite rotation data  
					false,						//double the size when rotating?
					false,			//hide the sprite?
					false, false, //vflip, hflip
					false	//apply mosaic
					);              
			}

		swiWaitForVBlank();
		
		//send the updates to the hardware
		oamUpdate(&oamMain);
	}

	return 0;
}