void MusicManager::loadCustomSounds(std::string episodePath, std::string levelCustomPath) { initArrays(); loadSounds(defaultSndINI, PGE_SDL_Manager::appPath); loadSounds(episodePath+"\\sounds.ini", episodePath); if(!levelCustomPath.empty()) loadSounds(levelCustomPath+"\\sounds.ini", levelCustomPath); loadMusics(defaultMusINI, PGE_SDL_Manager::appPath); loadMusics(episodePath+"\\music.ini", episodePath); if(!levelCustomPath.empty()) loadMusics(levelCustomPath+"\\music.ini", levelCustomPath); rebuildSoundCache(); }
void Item::load(const Aurora::GFF3Struct &instance, const Aurora::GFF3Struct *blueprint) { // UTI def has a baseitem (index into baseitem.2da, determines equippable slots, model type) // armour is 16, modeltype 3 // can look up armorpart_bodypart id // them use that to construct model names // General properties if (blueprint) loadProperties(*blueprint); // Blueprint loadProperties(instance); // Instance // Specialized object properties // if (blueprint) // loadObject(*blueprint); // Blueprint // loadObject(instance); // Instance // TODO: // baseitem -- needed for inventory UI interactions // stacksize -- used by inventory UI // Appearance // if (_appearanceID == Aurora::kFieldIDInvalid) // throw Common::Exception("Item object without an appearance"); // loadAppearance(); loadSounds(); }
/** * Initialise audio. */ void openAudio () { SDL_AudioSpec asDesired; #ifdef USE_MODPLUG musicFile = NULL; #endif // Set up SDL audio asDesired.freq = SOUND_FREQ; asDesired.format = AUDIO_S16; asDesired.channels = 2; #if defined(GP2X) asDesired.samples = 512; #else asDesired.samples = 2048; #endif asDesired.callback = audioCallback; asDesired.userdata = NULL; if (SDL_OpenAudio(&asDesired, &audioSpec) < 0) logError("Unable to open audio", SDL_GetError()); // Load sounds if (loadSounds(F_SOUNDS) != E_NONE) sounds = NULL; // Start audio for sfx to work SDL_PauseAudio(0); return; }
void MusicManager::resetSoundsToDefault() { initArrays(); loadSounds(defaultSndINI, PGE_SDL_Manager::appPath); loadMusics(defaultMusINI, PGE_SDL_Manager::appPath); rebuildSoundCache(); }
/***** init a new flap *****/ void initFlap(Main *main, Wind *wind, Extf *extf, int *flap, int *max) { *max += 1; *flap = *max - 1; extf->newFlap = 0; loadBackground(&main[*max - 1], &*wind, &*flap); initVariables(&main[*max - 1]); loadTimeText(&main[*max - 1], &*wind); loadSounds(&main[*max - 1], &*flap); initTextString(&main[*max - 1]); initBoxes(&main[*max - 1]); initMiniTimer(&main[*max - 1], &*wind, &*flap); loadShade(&main[*max - 1], &*wind, &*flap); loadChooseSound(&main[*max - 1], &*wind, &*flap); loadBoxPics(&main[*max - 1], &*wind, &*flap); loadShadePics(&main[*max - 1], &*wind, &*flap); initMiniTimerS(&main[*max - 1], &*wind, &*flap); }
void SoundManager::Init() { m_playing.playing = false; s_playing.playing = false; this->soundpath = new char*[MAX_SOUNDS]; this->musicpath = new char*[MAX_MUSIC]; this->m_sounds = new std::vector<Sound*>; this->m_music = new std::vector<Music*> ; loadSounds(this->soundpath); loadMusic(this->musicpath); }
void initSound() { int audio_rate; Uint16 audio_format; int audio_channels; int audio_buffers; if ( SDL_InitSubSystem(SDL_INIT_AUDIO) < 0 ) { fprintf(stderr, "Unable to initialize SDL_AUDIO: %s\n", SDL_GetError()); return; } audio_rate = 44100; audio_format = AUDIO_S16; audio_channels = 1; audio_buffers = 4096; if (Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) < 0) { fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); return; } else { Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels); } useAudio = 1; loadSounds(); }
/** * Powers can cause new enemies to spawn * Check PowerManager for any new queued enemies */ void EnemyManager::handleSpawn() { EnemySpawn espawn; while (!powers->enemies.empty()) { espawn = powers->enemies.front(); powers->enemies.pop(); enemies[enemy_count] = new Enemy(powers, map); enemies[enemy_count]->stats.pos.x = espawn.pos.x; enemies[enemy_count]->stats.pos.y = espawn.pos.y; enemies[enemy_count]->stats.direction = espawn.direction; enemies[enemy_count]->stats.load("enemies/" + espawn.type + ".txt"); if (enemies[enemy_count]->stats.animations != "") { // load the animation file if specified enemies[enemy_count]->loadAnimations("animations/" + enemies[enemy_count]->stats.animations + ".txt"); } else { cout << "Warning: no animation file specified for entity: " << espawn.type << endl; } loadGraphics(enemies[enemy_count]->stats.gfx_prefix); loadSounds(enemies[enemy_count]->stats.sfx_prefix); // special animation state for spawning enemies enemies[enemy_count]->stats.cur_state = ENEMY_SPAWN; enemy_count++; } }
bool CResources::Load () { er.report(LOG_INFO, _("%s: Loading resources ...\n"), AT); if (!LoadPcx()) { return false; } CAliReader ali; if (!LoadAli(ali)) { return false; } if (!LoadAni(ali)) { return false; } SetupAni(); if(!loadSounds()) { return false; } // All ok m_loaded = true; return m_loaded; }
void Situated::load(const Aurora::GFF3Struct &instance, const Aurora::GFF3Struct *blueprint) { // General properties if (blueprint) loadProperties(*blueprint); // Blueprint loadProperties(instance); // Instance // Specialized object properties if (blueprint) loadObject(*blueprint); // Blueprint loadObject(instance); // Instance // Appearance if (_appearanceID == Aurora::kFieldIDInvalid) throw Common::Exception("Situated object without an appearance"); loadAppearance(); loadSounds(); // Position float posX = instance.getDouble("X"); float posY = instance.getDouble("Y"); float posZ = instance.getDouble("Z"); if (instance.hasField("Position")) { const Aurora::GFF3Struct &pos = instance.getStruct("Position"); posX = pos.getDouble("x"); posY = pos.getDouble("y"); posZ = pos.getDouble("z"); } setPosition(posX, posY, posZ); // Orientation float bearing = instance.getDouble("Bearing"); float rotX = 0.0f; float rotY = 0.0f; float rotZ = 1.0f; float rotW = Common::rad2deg(bearing); if (instance.hasField("Orientation")) { const Aurora::GFF3Struct &o = instance.getStruct("Orientation"); rotX = o.getDouble("x"); rotY = o.getDouble("y"); rotZ = o.getDouble("z"); rotW = -Common::rad2deg(acos(o.getDouble("w")) * 2.0); } setOrientation(rotX, rotY, rotZ, rotW); }
//----------------------------------------------------------------------------- // Func: void CShip::init() // Desc: Inits all the vars for this ship //----------------------------------------------------------------------------- void CShip::init() { if(!initialized) { // geometry model.setTexPointer(&texture); if(!model.initialized) model.init(); if(!texture.initialized) texture.init(); // game logic finishlineId = -1; currLapNumber = 0; nextGateToVisit = 0; feelerRadius = 64.0f; memset(oldpos, 0, sizeof(vect3)); memset(pos, 0, sizeof(vect3)); loadSounds(); // done initialized = 1; } reset(); }
Content::Content() { loadTextures(); loadSounds(); loadMusic(); loadFonts(); }
void GameEngine::loadGame() { _menuTheme.stop(); _menu.setGen(mode::gen::LOAD); _menu.setMode(mode::load::UNKNOWN); _menu.setSub(mode::load::SOLO); draw(); std::ifstream file("saved/game"); _map = new Map("saved/game", true); _map->loadFile(&file); loadObject(_map); _projection = glm::perspective(FOV, WIN_WIDTH / static_cast<float>(WIN_HEIGHT), MIN_RANGE, MAX_RANGE); _transformation = glm::lookAt(_camera, glm::vec3(_camera.x, 0, 0), glm::vec3(0, 1, 0)); _shader.bind(); _shader.setUniform("view", _transformation); _shader.setUniform("projection", _projection); loadObject((_player = new Marvin(_bombExplosion, _up, _bombz, _objs, _map, Marvin::PLAY1, glm::vec3(1, 0, 1)))); // if (nbPlayer == 2) // loadObject((_player2 = new Marvin(_bombExplosion, _up, _bombz, _objs, _map, Marvin::PLAY2, glm::vec3(_map->getWidth() - 2, 0, _map->getHeight() - 2)))); for (int i = 0; i < _menu.getIA(); i++) loadObject(new Marvin(_bombExplosion, _up, _bombz, _objs, _map, Marvin::CPU, glm::vec3(_map->getWidth() - 2, 0, 1))); loadSounds(); played = true; _menu.setPlay(true); _menu.setGen(mode::gen::UNKNOWN); }
void Resources::loadResources() { loadTextures(); loadSounds(); loadMusic(); loadFonts(); loadLevelInfo(); }
void initSounds(void) { memset(sounds, 0, sizeof(Mix_Chunk*) * SND_MAX); music = NULL; loadSounds(); }
ItemDatabase::ItemDatabase(SDL_Surface *_screen, FontEngine *_font) { screen = _screen; font = _font; vendor_ratio = 4; // this means scrap/vendor pays 1/4th price to buy items from hero load(); loadSounds(); loadIcons(); }
void xmlLoader::loadNode(clamourNode &n, ofxXmlSettings &XML) { if(XML.tagExists("ATTACK_SECS"))n.setAttSecs(XML.getValue("ATTACK_SECS", 0.01)); // could be in a param if necessary later if(XML.tagExists("DECAY_SECS"))n.setDecSecs(XML.getValue("DECAY_SECS", 0.2)); // if(XML.tagExists("ENV_TYPE"))n.setEnvType(XML.getValue("ENV_TYPE", "AR")); loadEvents(n, XML); if(XML.tagExists("SOUND_TYPE"))n.setSoundType(XML.getValue("SOUND_TYPE","none")); if(XML.tagExists("DRAW_TYPE"))n.setDrawType(XML.getValue("DRAW_TYPE", "none")); if(XML.tagExists("CAN_SLEEP"))n.setCanSleep(XML.getValue("CAN_SLEEP", true)); if(XML.tagExists("ROTATE")){n.setIsRotate(XML.getValue("ROTATE", true));} if(XML.tagExists("COLLIDES")){n.setIsCollidable(XML.getValue("COLLIDES", false));} if(XML.tagExists("DISTRIB")){n.setIsDistributable(XML.getValue("DISTRIB", true));} if(XML.tagExists("SHIFT"))n.setShiftAmount(XML.getValue("SHIFT", 0.2)); if(XML.pushTag("DRAW_PARAMS")) { vector<parameter> p; xmlLoader::loadParams( p ,XML); for(int i = 0; i < p.size(); i++)n.setDrawParameter(p[i]); XML.popTag(); } if(n.getDrawData().getName() != "none"){ //if statement needed here too ofPath p; pathFactory::createPath(p, n.getDrawData().getShapeType(), XML.getValue("X_DIM",1.0),XML.getValue("Y_DIM", 1.0), n.getDrawData().getParameter("size").abs_val); n.setEdgeTemplate(p); } if(XML.pushTag("SOUND_PARAMS")) { if(XML.tagExists("FILE"))n.setSoundFile(XML.getValue("FILE", "default")); vector<parameter> p; xmlLoader::loadParams( p ,XML); for(int i = 0; i < p.size(); i++) { n.setSoundParameter(p[i]); } XML.popTag(); } loadSounds(n, XML); loadReactions(n,XML); }
CTDataBuf *g_getSound(const char *name){ loadSounds(); if(strcmp(name,"welcomeSnd")==0){return &welcomeSnd;} if(strcmp(name,"onHoldSnd")==0){ return &onHoldSnd;} if(strcmp(name,"putOnHoldSnd")==0){ return &putOnHoldSnd;} return 0; }
void loadAssets() { log("loading fonts"); loadFonts(); log("loading sounds"); loadSounds(); log("loading music"); loadMusic(); log("loading music data"); loadMusicData(); log("loading style data"); loadStyleData(); log("loading level data"); loadLevelData(); log("loading scores"); loadScores(); }
void Situated::load(const Aurora::GFF3Struct &instance, const Aurora::GFF3Struct *blueprint) { // General properties if (blueprint) loadProperties(*blueprint); // Blueprint loadProperties(instance); // Instance // Specialized object properties if (blueprint) loadObject(*blueprint); // Blueprint loadObject(instance); // Instance // Appearance if (_appearanceID == Aurora::kFieldIDInvalid) warning("Situated object \"%s\" without an appearance", _tag.c_str()); loadAppearance(); loadSounds(); // Model if (!_modelName.empty()) { _model.reset(loadModelObject(_modelName)); if (!_model) throw Common::Exception("Failed to load situated object model \"%s\"", _modelName.c_str()); } else warning("Situated object \"%s\" (\"%s\") has no model", _name.c_str(), _tag.c_str()); if (_model) { // Clickable _model->setTag(_tag); _model->setClickable(isClickable()); // ID _ids.push_back(_model->getID()); } // Position setPosition(instance.getDouble("X"), instance.getDouble("Y"), instance.getDouble("Z")); // Orientation float bearing = instance.getDouble("Bearing"); setOrientation(0.0f, 0.0f, 1.0f, Common::rad2deg(bearing)); }
void SoundManager::init(void){ int errorCode = Mix_OpenAudio(22050, AUDIO_S16SYS, 2, 4096); if(errorCode != 0){ std::cout<<"Error: Could not open SDL Mixer.\n"<<Mix_GetError()<<std::endl; } resetIDs(); backgroundMusic=NULL; loadSounds(); }
Audio::Audio() : musiqueId(0), specialId(0) { SOUND = true; music = NULL; if(SDL_InitSubSystem(SDL_INIT_AUDIO) == -1) SOUND = false; if (SOUND) { Mix_OpenAudio(44100, AUDIO_S16SYS, 2, 2048); previous_volume = Mix_VolumeMusic(32); loadSounds(); setVolson(32); } }
void MusicManager::initAudioEngine() { bool firstRun = !PGE_SDL_Manager::isInit; PGE_SDL_Manager::initSDL(); if(firstRun) { initArrays(); defaultSndINI=PGE_SDL_Manager::appPath+"sounds.ini"; defaultMusINI=PGE_SDL_Manager::appPath+"music.ini"; loadSounds(defaultSndINI, PGE_SDL_Manager::appPath); loadMusics(defaultMusINI, PGE_SDL_Manager::appPath); rebuildSoundCache(); } }
void GameApp::loadData() { // Load textures. textures.resize(iNumOfTextures); textures[0] = loadTexture("../data/textures/button.png"); textures[START_SCREEN] = loadTexture("../data/textures/start.png"); textures[OPTIONS_SCREEN] = loadTexture("../data/textures/options.png"); textures[HOWTO_SCREEN] = loadTexture("../data/textures/howto.png"); textures[PLAY_SCREEN] = loadTexture("../data/textures/round1.png"); textures[PLAY_SCREEN+1] = loadTexture("../data/textures/round2.png"); textures[PLAY_SCREEN+2] = loadTexture("../data/textures/round3.png"); // Load sounds and fonts. loadSounds(); loadFonts(); }
bool MinigameBbAnt::run(bool fromMainGame) { memset(_objects, 0, sizeof(_objects)); _numbersAnim = getAnimation(167); _backgroundSpriteIndex = 303; _titleScreenSpriteIndex = 304; _fromMainGame = fromMainGame; _hiScore = 0; if (!_fromMainGame) _hiScore = loadHiscore(kMinigameBbAnt); _gameState = 0; _gameResult = false; _gameDone = false; initObjects(); initVars(); _spriteModule = new SpriteModule(); _spriteModule->load("bbant/bbant.000"); Palette palette = _spriteModule->getPalette(); _vm->_screen->setPalette(palette); loadSounds(); _gameTicks = 0; playSound(12, true); while (!_vm->shouldQuit() &&!_gameDone) { _vm->updateEvents(); update(); } _vm->_sound->unloadSounds(); if (!_fromMainGame) saveHiscore(kMinigameBbAnt, _hiScore); delete _spriteModule; return _gameResult; }
/** * When loading a new map, we eliminate existing enemies and load the new ones. * The map will have loaded Entity blocks into an array; retrieve the Enemies and init them */ void EnemyManager::handleNewMap () { Map_Enemy me; // delete existing enemies for (int i=0; i<enemy_count; i++) { delete(enemies[i]); } enemy_count = 0; // free shared resources for (int j=0; j<gfx_count; j++) { SDL_FreeSurface(sprites[j]); } for (int j=0; j<sfx_count; j++) { Mix_FreeChunk(sound_phys[j]); Mix_FreeChunk(sound_ment[j]); Mix_FreeChunk(sound_hit[j]); Mix_FreeChunk(sound_die[j]); Mix_FreeChunk(sound_critdie[j]); } gfx_count = 0; sfx_count = 0; // load new enemies while (!map->enemies.empty()) { me = map->enemies.front(); map->enemies.pop(); enemies[enemy_count] = new Enemy(powers, map); enemies[enemy_count]->stats.pos.x = me.pos.x; enemies[enemy_count]->stats.pos.y = me.pos.y; enemies[enemy_count]->stats.direction = me.direction; enemies[enemy_count]->stats.load("enemies/" + me.type + ".txt"); if (enemies[enemy_count]->stats.animations != "") { // load the animation file if specified enemies[enemy_count]->loadAnimations("animations/" + enemies[enemy_count]->stats.animations + ".txt"); } else { cout << "Warning: no animation file specified for entity: " << me.type << endl; } loadGraphics(enemies[enemy_count]->stats.gfx_prefix); loadSounds(enemies[enemy_count]->stats.sfx_prefix); enemy_count++; } }
int doInit(Uint32 vidFlags, int doWipe) { int i; BrInitError error; if(br_init(&error, "kuri2d") == 0 && error != BR_INIT_ERROR_DISABLED) { printf("Warning: BinReloc failed to initialize (error code %d)\n", error); printf("Will fallback to hardcoded default path.\n"); } if(SDL_Init((Uint32)(SDL_INIT_VIDEO | SDL_INIT_AUDIO))) { printf("Unable to init SDL: %s\n", SDL_GetError()); return 0; } (void)atexit(SDL_Quit); (void)atexit(TTF_Quit); /* malloc some defaults - they *should* be reloaded later */ level = (KuriLevel *)malloc(sizeof(KuriLevel)); startState = malloc(sizeof(State)); state = malloc(sizeof(State)); strcpy(state->name, "Player"); state->level = (Uint8)0; state->score = (Uint8)0; state->lives = (Uint8)3; for(i=0; i<MAX_HISCORES; i++) { strcpy(hiscores[i].name, "nobody"); hiscores[i].score = 0; hiscores[i].level = 0; } if(level && startState && state && (doWipe ? 1 : loadHiScores()) && loadBackgrounds() && loadBlocks() && loadLevels() && loadSounds() && loadFonts() && loadTexts() && openFrame(vidFlags)) { return 1; } return 0; }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); // Create an instance of a ScoreKeeper that will keep track of correct/incorrect answers and provide statistics on them score_keeper = new ScoreKeeper(this); // Upon retrieving the two sound file URLs, send a request to Playback to open them and assign them to the Players connect(this, SIGNAL(loadSoundsRequest(QUrl,QUrl)), ui->playbackWidget, SLOT(loadSounds(QUrl,QUrl))); // When a guess is made by the user, send whether it was correct or incorrect to ScoreKeeper connect(this, SIGNAL(guessMade(ScoreKeeper::Guesses)), score_keeper, SLOT(guessMade(ScoreKeeper::Guesses))); // When the user makes a guess, Playback starts a new trial connect(this, SIGNAL(startNewTrialRequest()), ui->playbackWidget, SLOT(startNewTrial())); // When ScoreKeeper has updated its scores, it notifies this window to update their display connect(score_keeper, SIGNAL(scoreUpdated(ScoreKeeper::Score,ScoreKeeper::Score)), this, SLOT(updateLabels(ScoreKeeper::Score,ScoreKeeper::Score))); }
void Situated::load(const Aurora::GFF3Struct &instance, const Aurora::GFF3Struct *blueprint) { // General properties if (blueprint) loadProperties(*blueprint); // Blueprint loadProperties(instance); // Instance // Specialized object properties if (blueprint) loadObject(*blueprint); // Blueprint loadObject(instance); // Instance // Sounds loadSounds(); // Position setPosition(instance.getDouble("X"), instance.getDouble("Y"), instance.getDouble("Z")); // Orientation float bearing = instance.getDouble("Bearing"); float rotX = 0.0f; float rotY = 0.0f; float rotZ = 1.0f; float rotW = Common::rad2deg(bearing); if (instance.hasField("OrientationW")) { rotX = instance.getDouble("OrientationX"); rotY = instance.getDouble("OrientationY"); rotZ = instance.getDouble("OrientationZ"); rotW = Common::rad2deg(acos(instance.getDouble("OrientationW")) * 2.0); } setOrientation(rotX, rotY, rotZ, rotW); }
Sounds::Sounds() { IGLog("Sounds init"); soundKeyMove = NULL; soundOpenChest = NULL; soundRestartLevel = NULL; soundDoor = NULL; soundClick = NULL; soundMapLocked = NULL; soundUnlockAchievement = NULL; if(AIRPLAY_DEVICE == AIRPLAY_DEVICE_IPHONE) { // for iphone, if there's background music playing, keep it playing if(s3eIOSBackgroundMusicAvailable() == S3E_TRUE) { if(s3eIOSBackgroundMusicGetInt(S3E_IOSBACKGROUNDMUSIC_PLAYBACK_STATE) == S3E_IOSBACKGROUNDMUSIC_PLAYBACK_INTERRUPTED) s3eIOSBackgroundMusicPlay(); if(s3eIOSBackgroundAudioIsPlaying() == S3E_TRUE) s3eIOSBackgroundAudioSetMix(S3E_TRUE); } } // set default frequency at which all channels will play at, in Hz. s3eSoundSetInt(S3E_SOUND_DEFAULT_FREQ, 44100); // turn down the volume s3eSoundSetInt(S3E_SOUND_VOLUME, 96); s3eAudioSetInt(S3E_AUDIO_VOLUME, 96); // if sounds are enabled, load the sounds if(Settings::getInstance()->soundEnabled) loadSounds(); // start playing music? gameplayStart = 0; gameplayPlaying = false; if(Settings::getInstance()->musicEnabled) { if(GameData::getInstance()->isSavedGame()) startMusicGameplay(); else startMusicMenu(); } }