// 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; }
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 ); } }