void activateMusic() { playing = 1; cpct_akp_stop(); cpct_akp_musicInit(song02); cpct_akp_SFXInit(song02); cpct_akp_musicPlay(); }
void deActivateMusic() { playing = 0; cpct_akp_stop(); cpct_akp_musicInit(song00); cpct_akp_SFXInit(song00); cpct_akp_musicPlay(); }
//////////////////////////////////////////////////////////////////////// // MAIN: Arkos Tracker Music Example // Keys: // * SPACE - Start / Stop Music // * 1 - Play a sound effect on Channel A // * 2 - Play a sound effect on Channel C // void main(void) { TKeyStatus k_space, k_0, k_1; // Status of the 3 Keys for this example (Space, 1, 2) u8 playing = 1; // Flag to know if music is playing or not u8 color = 1; // Color to draw charactes (normal / inverse) u8* pvideomem = CPCT_VMEM_START; // Pointer to video memory where next character will be drawn // All 3 keys are considered to be released at the start of the program k_space = k_0 = k_1 = K_RELEASED; // Initialize CPC cpct_disableFirmware(); // Disable firmware to prevent interaction cpct_setVideoMode(2); // Set Mode 2 (640x200, 2 colours) // Initialize the song to be played cpct_akp_musicInit(molusk_song); // Initialize the music cpct_akp_SFXInit(molusk_song); // Initialize instruments to be used for SFX (Same as music song) while (1) { // We have to call the play function 50 times per second (because the song is // designed at 50Hz). We only have to wait for VSYNC and call the play function // when the song is not stopped (still playing) cpct_waitVSYNC(); // Check if the music is playing. When it is, do all the things the music // requires to be done every 1/50 secs. if (playing) { cpct_akp_musicPlay(); // Play next music 1/50 step. // Write a new number to the screen to see something while playing. // The number will be 0 when music is playing, and 1 when it finishes. // -> If some SFX is playing write the channel where it is playing // Check if there is an instrument plaing on channel A if (cpct_akp_SFXGetInstrument(AY_CHANNEL_A)) cpct_drawCharM2(pvideomem, color, 'A'); // Write an 'A' because channel A is playing // Check if there is an instrument plaing on channel C else if (cpct_akp_SFXGetInstrument(AY_CHANNEL_C)) cpct_drawCharM2(pvideomem, color, 'C'); // Write an 'C' because channel A is playing // No SFX is playing on Channels A or C, write the number of times // this song has looped. else cpct_drawCharM2(pvideomem, color, '0' + cpct_akp_songLoopTimes); // Point to the start of the next character in video memory if (++pvideomem >= (u8*)0xC7D0) { pvideomem = CPCT_VMEM_START; // When we reach the end of the screen, we return.. color ^= 1; // .. to the start, and change the colour } // Check if music has already ended (when looptimes is > 0) if (cpct_akp_songLoopTimes > 0) cpct_akp_musicInit(molusk_song); // Song has ended, start it again and set loop to 0 } // Check keyboard to let the user play/stop the song with de Space Bar // and reproduce some sound effects with keys 1 and 0 cpct_scanKeyboard_f(); // When Space is released, stop / continue music if ( checkKeyEvent(Key_Space, &k_space) == K_RELEASED ) { // Only stop it when it was playing previously // No need to call "play" again when continuing, as the // change in "playing" status will make the program call "play" // again from the next cycle on if (playing) cpct_akp_stop(); // Change it from playing to not playing and viceversa (0 to 1, 1 to 0) playing ^= 1; // Check if Key 0 has been released to reproduce a Sound effect on channel A } else if ( checkKeyEvent(Key_0, &k_0) == K_RELEASED ) { cpct_akp_SFXPlay(13, 15, 36, 20, 0, AY_CHANNEL_A); // Check if Key 1 has been released to reproduce a Sound effect on channel C } else if ( checkKeyEvent(Key_1, &k_1) == K_RELEASED ) cpct_akp_SFXPlay(3, 15, 60, 0, 40, AY_CHANNEL_C); } }