Esempio n. 1
0
// play track given by levelnum (depending on the music type and it's playing behaviour) or increment/decrement current track number via offset value
int songs_play_level_song( int levelnum, int offset )
{
    int songnum;

    Assert( levelnum != 0 );

    songs_init();
    if (!Songs_initialized)
        return 0;

    songnum = (levelnum>0)?(levelnum-1):(-levelnum);

    switch (GameCfg.MusicType)
    {
    case MUSIC_TYPE_BUILTIN:
    {
        if (offset)
            return Song_playing;

        Song_playing = -1;
        if ((Num_bim_songs - SONG_FIRST_LEVEL_SONG) > 0)
        {
            songnum = SONG_FIRST_LEVEL_SONG + (songnum % (Num_bim_songs - SONG_FIRST_LEVEL_SONG));
#ifdef _WIN32
            if (GameArg.SndDisableSdlMixer)
            {
                if (digi_win32_play_midi_song( BIMSongs[songnum].filename, 1 )) // NOTE: If SDL_mixer active, this will still be called in mix_play_file in case file is hmp
                {
                    Song_playing = songnum;
                }
            }
#ifdef USE_SDLMIXER
            else
#endif
#endif
#ifdef USE_SDLMIXER
            {
                if (mix_play_file(BIMSongs[songnum].filename, 1, NULL))
                {
                    Song_playing = songnum;
                }
            }
#endif
        }
        break;
    }
    case MUSIC_TYPE_REDBOOK:
    {
        int n_tracks = RBAGetNumberOfTracks();
        int tracknum;

        if (!offset)
        {
            // we have just been told to play the same as we do already -> ignore
            if (Song_playing >= SONG_FIRST_LEVEL_SONG && songnum + SONG_FIRST_LEVEL_SONG == Song_playing)
                return Song_playing;

            tracknum = REDBOOK_FIRST_LEVEL_TRACK + ((n_tracks<=REDBOOK_FIRST_LEVEL_TRACK) ? 0 : (songnum % (n_tracks-REDBOOK_FIRST_LEVEL_TRACK)));
        }
        else
        {
            tracknum = Redbook_playing+offset;
            if (tracknum < REDBOOK_FIRST_LEVEL_TRACK)
                tracknum = n_tracks - (REDBOOK_FIRST_LEVEL_TRACK - tracknum) + 1;
            else if (tracknum > n_tracks)
                tracknum = REDBOOK_FIRST_LEVEL_TRACK + (tracknum - n_tracks) - 1;
        }

        Song_playing = -1;
        if (RBAEnabled() && (tracknum <= n_tracks))
        {
            if (RBAPlayTracks(tracknum, !songs_haved1_cd()?n_tracks:tracknum, songs_haved1_cd() ? redbook_repeat_func : redbook_first_song_func))
            {
                Song_playing = songnum + SONG_FIRST_LEVEL_SONG;
                Redbook_playing = tracknum;
            }
        }
        break;
    }
#ifdef USE_SDLMIXER
    case MUSIC_TYPE_CUSTOM:
    {
        if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_RAND)
            GameCfg.CMLevelMusicTrack[0] = d_rand() % GameCfg.CMLevelMusicTrack[1]; // simply a random selection - no check if this song has already been played. But that's how I roll!
        else if (!offset)
        {
            if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_CONT)
            {
                static int last_songnum = -1;

                if (Song_playing >= SONG_FIRST_LEVEL_SONG)
                    return Song_playing;

                // As soon as we start a new level, go to next track
                if (last_songnum != -1 && songnum != last_songnum)
                    ((GameCfg.CMLevelMusicTrack[0]+1>=GameCfg.CMLevelMusicTrack[1])?GameCfg.CMLevelMusicTrack[0]=0:GameCfg.CMLevelMusicTrack[0]++);
                last_songnum = songnum;
            }
            else if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL)
                GameCfg.CMLevelMusicTrack[0] = (songnum % GameCfg.CMLevelMusicTrack[1]);
        }
        else
        {
            GameCfg.CMLevelMusicTrack[0] += offset;
            if (GameCfg.CMLevelMusicTrack[0] < 0)
                GameCfg.CMLevelMusicTrack[0] = GameCfg.CMLevelMusicTrack[1] + GameCfg.CMLevelMusicTrack[0];
            if (GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
                GameCfg.CMLevelMusicTrack[0] = GameCfg.CMLevelMusicTrack[0] - GameCfg.CMLevelMusicTrack[1];
        }

        Song_playing = -1;
        if (jukebox_play())
            Song_playing = songnum + SONG_FIRST_LEVEL_SONG;

        break;
    }
#endif
    default:
        Song_playing = -1;
        break;
    }

    // If we couldn't play the song, most likely because it wasn't specified, play no music.
    if (Song_playing == -1)
        songs_stop_all();

    return Song_playing;
}
Esempio n. 2
0
void songs_play_level_song( int levelnum )
{
	int songnum;
	int n_tracks;

	Assert( levelnum != 0 );

	songs_init();

	songs_stop_all();
	
	if (cGameSongsAvailable < 1)
		return;

	current_song_level = levelnum;

	if (levelnum < 0)
		songnum = (-levelnum) % cGameSongsAvailable;
	else
		songnum = (levelnum-1) % cGameSongsAvailable;

	if (!RBAEnabled() && GameCfg.SndEnableRedbook)	// need this to determine if we currently have the official CD
		reinit_redbook();

	n_tracks = RBAGetNumberOfTracks();
	
	if (RBAEnabled() && GameCfg.SndEnableRedbook) {
		
		//try to play redbook
		
		play_redbook_track(REDBOOK_FIRST_LEVEL_TRACK + (songnum % (n_tracks-REDBOOK_FIRST_LEVEL_TRACK+1)),!songs_haved1_cd());
	}
	
	if (! Redbook_playing) {			//not playing redbook, so play midi
		songnum += SONG_LEVEL_MUSIC;
		digi_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, 1 );
	}
}