void sounds_close(void) { sound_free(sound_burning); sound_free(sound_bulbul); sound_free(sound_sinked); sound_free(sound_missed); sound_close(); }
int trap_FreeSound(lua_State *s) { SOUND *w; trap_args(s, "FreeSound", "p", &w); sound_free(w); return 0; }
void clean_up( void ) { sound_free(); game_list_free(); submenu_free(); platform_free(); menu_free(); hint_free(); font_free(); bg_free(); location_free(); event_free(); snap_free(); video_free(); sdl_free(); }
int dgreed_main(int argc, const char** argv) { params_init(argc, argv); rand_init(time(NULL)); layouts_init(); layouts_set("dvorak"); bool fullscreen = true; if(params_find("-windowed") != ~0) fullscreen = false; video_init_ex(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, "KeyMingler", fullscreen); font = font_load(FONT_FILE); float text_width = font_width(font, LOADING_TEXT); float text_height = font_height(font); Vector2 pos = vec2((SCREEN_WIDTH - text_width) / 2.0f, (SCREEN_HEIGHT - text_height) / 2.0f); font_draw(font, LOADING_TEXT, 0, &pos, COLOR_WHITE); video_present(); system_update(); game_init(); sounds_init(); music = sound_load_stream(MUSIC_FILE); sound_play(music); while(system_update()) { game_update(); game_render(); video_present(); sound_update(); if(key_up(KEY_QUIT)) break; } font_free(font); sound_free(music); sounds_close(); game_close(); video_close(); layouts_close(); return 0; }
/** * @brief Cleans up after the sound subsytem. */ void sound_exit (void) { int i; alVoice *v; /* Nothing to disable. */ if (sound_disabled || !sound_initialized) return; /* Exit music subsystem. */ music_exit(); if (voice_mutex != NULL) { voiceLock(); /* free the voices. */ while (voice_active != NULL) { v = voice_active; voice_active = v->next; free(v); } while (voice_pool != NULL) { v = voice_pool; voice_pool = v->next; free(v); } voiceUnlock(); /* Destroy voice lock. */ SDL_DestroyMutex(voice_mutex); voice_mutex = NULL; } /* free the sounds */ for (i=0; i<sound_nlist; i++) sound_free( &sound_list[i] ); free( sound_list ); sound_list = NULL; sound_nlist = 0; /* Exit sound subsystem. */ sound_sys_exit(); /* Sound is done. */ sound_initialized = 0; }
void core_run() { /* Setup. */ core_assets_init(); /* Loop until the user closes the window */ graphics_loop(&core_global->graphics); /* Release assets. */ core_release(); /* Free OpenAL. */ sound_free(&core_global->sound); /* If we reach here, quit the core. */ graphics_free(&core_global->graphics); /* Release game memory */ free(core_global->shared_memory.game_memory); }
/* used in headerbuttons.c image.c mesh.c screen.c sound.c and library.c */ void free_libblock(ListBase *lb, void *idv) { ID *id= idv; #ifdef WITH_PYTHON BPY_id_release(id); #endif switch( GS(id->name) ) { /* GetShort from util.h */ case ID_SCE: free_scene((Scene *)id); break; case ID_LI: free_library((Library *)id); break; case ID_OB: free_object((Object *)id); break; case ID_ME: free_mesh((Mesh *)id); break; case ID_CU: free_curve((Curve *)id); break; case ID_MB: free_mball((MetaBall *)id); break; case ID_MA: free_material((Material *)id); break; case ID_TE: free_texture((Tex *)id); break; case ID_IM: free_image((Image *)id); break; case ID_LT: free_lattice((Lattice *)id); break; case ID_LA: free_lamp((Lamp *)id); break; case ID_CA: free_camera((Camera*) id); break; case ID_IP: free_ipo((Ipo *)id); break; case ID_KE: free_key((Key *)id); break; case ID_WO: free_world((World *)id); break; case ID_SCR: free_screen((bScreen *)id); break; case ID_VF: free_vfont((VFont *)id); break; case ID_TXT: free_text((Text *)id); break; case ID_SCRIPT: //XXX free_script((Script *)id); break; case ID_SPK: free_speaker((Speaker *)id); break; case ID_SO: sound_free((bSound*)id); break; case ID_GR: free_group_objects((Group *)id); break; case ID_AR: free_armature((bArmature *)id); break; case ID_AC: free_action((bAction *)id); break; case ID_NT: ntreeFreeTree((bNodeTree *)id); break; case ID_BR: free_brush((Brush *)id); break; case ID_PA: psys_free_settings((ParticleSettings *)id); break; case ID_WM: if(free_windowmanager_cb) free_windowmanager_cb(NULL, (wmWindowManager *)id); break; case ID_GD: free_gpencil_data((bGPdata *)id); break; } if (id->properties) { IDP_FreeProperty(id->properties); MEM_freeN(id->properties); } BLI_remlink(lb, id); /* this ID may be a driver target! */ BKE_animdata_main_cb(G.main, animdata_dtar_clear_cb, (void *)id); MEM_freeN(id); }
void sound_pause( void ) { sound_free(); }