void EnPlayerSound::handleNotification( const yaf3d::EntityNotification& notification )
{
    // handle attribute changing
    switch( notification.getId() )
    {
    case YAF3D_NOTIFY_MENU_LEAVE:
    {
        // respond to sound setting changes in menu for fx sound
        bool sndenable = false;
        yaf3d::Configuration::get()->getSettingValue( VRC_GS_FX_ENABLE, sndenable );
        // did we just enabled the fx sound in menu?
        if ( sndenable && ( _mapSounds.size() == 0 ) )
        {
            setupSounds();
        }
        // did we just disabled fx sound in menu?
        else if ( !sndenable && ( _mapSounds.size() > 0 ) )
        {
            releaseSounds();
        }
    }
    break;

    case YAF3D_NOTIFY_ENTITY_ATTRIBUTE_CHANGED:
    {
        _volume = std::max( std::min( _volume, 1.0f ), 0.0f );
    }
    break;

    default:
        ;
    }
}
Пример #2
0
void setup() {
	setupLevels();
	stateFunction = runSplash;
	setupSplash();
	setupInterrupts();
	setupSounds();
	playSound(B, (unsigned char*)main_11025Hz, MAIN_11025HZ_SIZE, 11025, 1);
}
Пример #3
0
int startSounds() {
	setupInterrupts();
	setupSounds();
	
        //playSoundA(powerupsfx, POWERUPSFXLEN, POWERUPSFXFREQ, 0);
        // don't play sound B inside while loop !!!!! 
	//playSoundB(specialbgm2, SPECIALBGM2LEN, SPECIALBGM2FREQ, 1);
        //playSoundA(powerupsfx, POWERUPSFXLEN, POWERUPSFXFREQ, 0);
}
void EnPlayerSound::postInitialize()
{
    // register entity for getting notifications
    yaf3d::EntityManager::get()->registerNotification( this, true );

    // is fx sound enabled?
    bool sndenable = false;
    yaf3d::Configuration::get()->getSettingValue( VRC_GS_FX_ENABLE, sndenable );
    if ( !sndenable )
        return;

    // setup all player sounds
    setupSounds();
}
Пример #5
0
Bullet::Bullet(Score* score, float x, float y, float direction, bool good)
{
	setupSounds();

	this->active = 1;
	if (good)
	{
		this->groupId = 3;
	}
	else
	{
		this->groupId = 4;
	}
	this->Load("ship.png");
	this->setColor(sf::Color::White);
	this->setScale(0.25f, 0.5f);

	this->velocity.y = direction * BULLET_SPEED;

	this->score = score;

	this->setPosition(x - this->getGlobalBounds().width / 2, y - this->getGlobalBounds().height / 2);
}
Пример #6
0
int main() {

	setupInterrupts();
    setupSounds();

    playSoundA(titleSong, TITLESONGLEN, TITLESONGFREQ, 1);

	// Start game with splash screen
	splash();


	// Main Game Loop
	while (1) {

		oldButtons = buttons;
		buttons = BUTTONS;

		// Update player row and column
		player.bigRow = player.row + vOff;
		player.bigCol = player.col + hOff;


		switch(state) {

			case SPLASH:

				// Displays splash screen
				splash();

			break;

			case INSTRUCTIONS:

				instructions();

			break;

			case GAME:

				// Game Function holds all game logic
				game();

			break;

			case SEASONCHANGE:
				
				// Warp-like animation as player changes between seasons
				warpAnimation();

				// Change game to correct season, based on prevSeason and return to gameplay
				if (vBlankCount < 1) {
					seasonChange();
					state = GAME;
				}

			break;

			case PAUSE:

				pause();

			break;

			case LOSE:

				lose();

			break;

			case WINLEVEL:

				winLevel();

			break;

			case GAMEEND:

				gameEnd();

			break;

		}

		
		// Shadow OAM Handling
		// Player Sprite
		shadowOAM[0].attr0 = (ROWMASK & player.row) | ATTR0_SQUARE;
		shadowOAM[0].attr1 = (COLMASK & player.col) | ATTR1_SIZE16 | (ATTR1_HFLIP & (player.facing << 12));
		shadowOAM[0].attr2 = (SPRITEOFFSET16(season * 2, player.currentFrame * 2)) | ATTR2_PRIORITY2;	

		// Season Icon Sprite
		shadowOAM[1].attr0 = (ROWMASK & icon.row) | ATTR0_SQUARE;
		shadowOAM[1].attr1 = (COLMASK & icon.col) | ATTR1_SIZE16;
		shadowOAM[1].attr2 = (SPRITEOFFSET16(season * 2, 6)) | (1 << 10); // Priority 1

		REG_BG2HOFS = hOff;
        REG_BG2VOFS = vOff;

       	// Set BG1 offsets - used for snow and falling leaves
		REG_BG1HOFS = bg1HOff;
		REG_BG1VOFS = bg1VOff;
        
        //Copy the shadowOAM into the OAM
        DMANow(3, &shadowOAM, OAM, 512);

		waitForVblank();

	}

	return 0;
}
Пример #7
0
int
main(int argc, char** argv)
{
  SWFMovie mo;
  SWFSound so;
  const char* soundFile;
  const char* srcdir;
  int frame;

  if (argc > 1) {
    soundFile = argv[1];
  }
  else {
    soundFile = "brokenchord.wav";
  }
  if (argc > 2) {
    srcdir = argv[2];
  }
  else {
    srcdir = ".";
  }

  /* setup ming and basic movie properties */
  Ming_init();  
  Ming_useSWFVersion(OUTPUT_VERSION);

  mo = newSWFMovie();
  SWFMovie_setDimension(mo, 800, 600);
  SWFMovie_setRate(mo, 0.5);

  setupMovie(mo, srcdir);
  so = setupSounds(soundFile);
  
  /// Add as an export so we can attach it.
  SWFMovie_addExport(mo, (SWFBlock)so, "es");
  SWFMovie_writeExports(mo);

  add_actions(mo, "c = 0;");

  SWFMovie_nextFrame(mo);

  add_actions(mo,
       "note('You will hear several short tests with a succession of sounds. "
       "Each frame is two seconds long.\n"
       "The movie will describe what you should hear at the beginning of "
       "the frame.');");
		  
  frame = 0;

  pauseForNextTest(mo);
  runMultipleSoundsTest(mo, so, &frame);
  
  pauseForNextTest(mo);
  runNoMultipleSoundsTest(mo, so, &frame);

  pauseForNextTest(mo);
  runTrimmedSoundsTest(mo, so, &frame);

  pauseForNextTest(mo);
  runAttachedSoundsTest(mo, so, &frame);

  // TODO: test start(<sec_offset>) (+ with loop ?)

  endOfTests(mo);

  //Output movie
  puts("Saving " OUTPUT_FILENAME );
  SWFMovie_save(mo, OUTPUT_FILENAME);

  return 0;
}
JNIEXPORT void JNICALL Java_com_limasky_test_LSGL1Renderer_init(JNIEnv *env, jclass jcls, jint width, jint height)
{
	setupSounds();
	setupTextures();
	setupGraphics( width, height );
}