Example #1
0
void playRaw(const void *buf, const u32 len, u32 freq, u16 vol_left, u16 vol_right, u32 delay) {
    int i=next_voice_idx;
    /*
    for (i=0; sound[i] && i < MAX_SOUND_SLOT; i++) {
        u32 *pFlag = (u32 *)&(((char *)(sound[i]))[40]); // offset 40 is flags
        if (!(*pFlag & VOICE_RUNNING))
            break;
    }
    */
    if (i == MAX_SOUND_SLOT)
        i = 0;
    if (i > 0 && sound[i] == NULL)
        i = 0;
    if (sound[i]) {
        AESND_PlayVoice(sound[i], VOICE_MONO16, buf, len, freq, delay, 0);
        AESND_SetVoiceVolume(sound[i], vol_left, vol_right);
        next_voice_idx = i+1;
    } else {
        next_voice_idx = 0;
    }
}
//------------------------------------------------------------------------------
//! \brief Play a sample (called from the game)
//!
//! \param id = SND_xxx id
//! \param pos = Sample Position to use 0 to 255
//! \param rate = The rate
//------------------------------------------------------------------------------
void CAudioDrv::PlaySample(int id, int pos, int rate)
{
	if (m_DisableSamplesFlag) return;

	const void *sound_ptr = NULL;
	u32 sound_length = 0;

	if (rate == 0)
		rate = VOICE_FREQ32KHZ;

	switch(id) {
		case SND_CAR:
			sound_ptr = &car_raw;
			sound_length = car_raw_size;
			break;
		case SND_TRAIN:
			sound_ptr = &train_raw;
			sound_length = train_raw_size;
			break;
		case SND_DUCK:
			sound_ptr = &duck_raw;
			sound_length = duck_raw_size;
			break;
		case SND_PICKUP1:
			sound_ptr = &pickup1_raw;
			sound_length = pickup1_raw_size;
			break;
		case SND_TRIBBLE:
			sound_ptr = &tribble_raw;
			sound_length = tribble_raw_size;
			break;
		case SND_HURRY:
			sound_ptr = &hurry_raw;
			sound_length = hurry_raw_size;
			break;
		case SND_DAY:
			sound_ptr = &day_raw;
			sound_length = day_raw_size;
			break;
		case SND_CRYING:
			sound_ptr = &crying_raw;
			sound_length = crying_raw_size;
			break;
		case SND_DIE2:
			sound_ptr = &die2_raw;
			sound_length = die2_raw_size;
			break;
		case SND_SPIT:
			sound_ptr = &spit_raw;
			sound_length = spit_raw_size;
			break;
		case SND_SPLAT:
			sound_ptr = &splat_raw;
			sound_length = splat_raw_size;
			break;
		case SND_BLOW:
			sound_ptr = &blow_raw;
			sound_length = blow_raw_size;
			break;
		case SND_TWINKLE:
			sound_ptr = &twinkle_raw;
			sound_length = twinkle_raw_size;
			break;
		case SND_FINLEV1:
			sound_ptr = &finlev1_raw;
			sound_length = finlev1_raw_size;
			break;
		case SND_PSTAR:
			sound_ptr = &pstar_raw;
			sound_length = pstar_raw_size;
			break;
		case SND_XYLO:
			sound_ptr = &xylo_raw;
			sound_length = xylo_raw_size;
			break;
		case SND_CARDSOUND:
			sound_ptr = &card_raw;
			sound_length = card_raw_size;
			break;
		case SND_BOWLINGSOUND:
			sound_ptr = &bowling_raw;
			sound_length = bowling_raw_size;
			break;
		case SND_CANDLESOUND:
			sound_ptr = &candle_raw;
			sound_length = candle_raw_size;
			break;
		case SND_MARBLESOUND:
			sound_ptr = &marble_raw;
			sound_length = marble_raw_size;
			break;
		case SND_TAPSOUND:
			sound_ptr = &tap_raw;
			sound_length = tap_raw_size;
			break;
		case SND_OILSOUND:
			sound_ptr = &oil_raw;
			sound_length = oil_raw_size;
			break;
		case SND_SPININGTOPSOUND:
			sound_ptr = &spiningtop_raw;
			sound_length = spiningtop_raw_size;
			break;
		case SND_WINGSSOUND:
			sound_ptr = &wings_raw;
			sound_length = wings_raw_size;
			break;
		case SND_MOONSOUND:
			sound_ptr = &moon_raw;
			sound_length = moon_raw_size;
			break;
		case SND_MASKSOUND:
			sound_ptr = &mask_raw;
			sound_length = mask_raw_size;
			break;
		case SND_REDSTARSOUND:
			sound_ptr = &redstar_raw;
			sound_length = redstar_raw_size;
			break;
		case SND_TURBOSOUND:
			sound_ptr = &turbo_raw;
			sound_length = turbo_raw_size;
			break;
		case SND_CHICKENSOUND:
			sound_ptr = &chicken_raw;
			sound_length = chicken_raw_size;
			break;
		case SND_FEATHERSOUND:
			sound_ptr = &feather_raw;
			sound_length = feather_raw_size;
			break;
		case SND_WPOTIONSOUND:
			sound_ptr = &wpotion_raw;
			sound_length = wpotion_raw_size;
			break;
		case SND_COOKIESOUND:
			sound_ptr = &cookie_raw;
			sound_length = cookie_raw_size;
			break;

		default:
			// Error: unknown sample
			return;
	}

	// Add a voice
	AESNDPB* this_voice = AESND_AllocateVoice(VoiceCallBack);
	
	// Check if voice was available
	if (this_voice) {
		AESND_PlayVoice(this_voice, VOICE_STEREO16, sound_ptr, sound_length, rate, 0, 0);

		// Do volume math (with fake panning)
		int vol_l = ((255 - pos) > 0) ? (255 - pos) : 0;
		vol_l = (vol_l > 255) ? 255 : vol_l;
		vol_l = (float) sound_volume * (float) vol_l / 10.0;
		
		int vol_r = (pos > 0) ? pos : 0;
		vol_r = (vol_r > 255) ? 255 : vol_r;
		vol_r = (float) sound_volume * (float) pos / 10.0;
		
		AESND_SetVoiceVolume(this_voice, vol_l, vol_r);
	}
}
Example #3
0
int main(int argc, char **argv) {

  GRRLIB_Init();	
	
  // Initialise the attached controllers
  WPAD_Init();
  WPAD_SetDataFormat(WPAD_CHAN_0, WPAD_FMT_BTNS_ACC_IR);
	
  // Initialise the audio subsystem
  AESND_Init(NULL);
	
  MODPlay_Init(&play);
  MODPlay_SetMOD(&play,bg_music);
  MODPlay_SetVolume(&play,63,63);
  MODPlay_Start(&play);

  cui_cursor cursor;
  cursor.tex[0]=GRRLIB_LoadTexture(player1_point_png);
  cursor.tex[1]=GRRLIB_LoadTexture(player1_grab_png);
  cursor.is_grabbing=false; 
	
  cui_board board;
	
  ENGINE engine = FIRSTCHESS;
  if(engine == TSCP){
    int i;
    for (i=0; i < CUI_TILE_NB; i++) {
      board.piece[i]=init_piece[i];
      if(init_color[i] == 1){
	board.color[i]=CUI_BLACK;
      }else if (init_color[i] == 6){
	board.color[i]=CUI_EMPTY;
      }else if (init_color[i] == 0){
	board.color[i]=CUI_WHITE;
      }
    }
			
    init_hash();
    init_board();
    open_book();
    gen();
  }


  cui_board_read_core(&board, engine);

  GRRLIB_SetBackgroundColour(0x030, 0x30, 0x42, 0xFF);
	
  board.tile_color1 = 0xAAAAAAFF;
  board.tile_color2 = 0x444444FF;
  board.piece_color1 = 0xAAAAAAFF;
  board.piece_color2 = 0x444444FF;
	
  cui_board_init(&board);

  cui_game game;
  game.board = &board;
  game.engine = engine; 
  game.cursor = &cursor;
  game.is_mute = false;
  GRRLIB_texImg *tex_wallpaper = GRRLIB_LoadTexture(wall_jpg);
  game.tex_wallpaper = tex_wallpaper;
			
	
  voice = AESND_AllocateVoice(aesnd_callback);
  AESND_SetVoiceVolume(voice, 0xFF, 0xFF);
  AESND_SetVoiceStream(voice, true);

  cui_menu current_state = CUI_MENU_MAIN;
	 
  while(current_state != CUI_MENU_EXIT) {
    switch(current_state){
    case CUI_MENU_MAIN:	current_state=menu_main(&game);break;
    case CUI_MENU_PLAY:	current_state=menu_play(&game);break;
    case CUI_MENU_OPTION:current_state=menu_option(&game);break;
    case CUI_MENU_OPTION_GENERAL:current_state=menu_option_general(&game);break;
    case CUI_MENU_OPTION_GFX:current_state=menu_option_gfx(&game);break;
    case CUI_MENU_OPTION_SND:current_state=menu_option_snd(&game);break;
    case CUI_MENU_CREDITS:current_state=menu_credits(&game);break;
    case CUI_MENU_PAUSE:current_state=menu_pause(&game);break;
    case CUI_MENU_HOME:current_state=menu_home(&game);break;
    case CUI_MENU_EXIT:current_state=menu_exit(&game);break;
    default:break;
    }
  }
	
  GRRLIB_FreeTexture(tex_wallpaper);
  GRRLIB_FreeTexture(cursor.tex[0]);
  GRRLIB_FreeTexture(cursor.tex[1]);
  GRRLIB_Exit();
  return 0;
}