/** Check if animation sound playback is in progress. * Currently #AV_SOUND_CHANNEL is used only for animation sounds. * \return 0 means busy playing audio; 1 means idle */ char AnimSoundCheck(void) { /* assume sound channel */ av_step(); if (Channels[AV_SOUND_CHANNEL].chunk) return (0); return (1); }
/** * Block until an SDL event comes in. * * We have a 30ms timer going, so that is the * maximum wait time. */ void av_block(void) { SDL_Event ev; if (SDL_WaitEvent(&ev)) { av_process_event(&ev); av_step(); /* soak up any other currently available events */ } }
int bioskey(int peek) { int c; av_step(); if (peek) { if (keybuf_in_idx != keybuf_out_idx) return (1); return (0); } if (keybuf_in_idx == keybuf_out_idx) return (0); c = keybuf[keybuf_out_idx]; keybuf_out_idx = (keybuf_out_idx + 1) % KEYBUF_SIZE; return (c); }
void NUpdateVoice(void) { av_step(); }