Пример #1
0
//************************************************************************
BOOL CGBScene::PlaySound(LPCTSTR lpWaveFile, BOOL fHint)
//************************************************************************
{
	LPSOUND pSound = GetSound();
	if ( !pSound )
		return( FALSE );

	BOOL fRet;
	if ( !pSound->IsMixing() )
		fRet = pSound->StartFile((LPSTR)lpWaveFile, FALSE/*bLoop*/, -1, TRUE/*bWait*/);
	else
	{
		// this nonsense is here because in order to make buttons
		// in action strip play the click wave when they are clicked
		// on we need to synchronously play the sound so the click
		// happens while the button is down.  WaveMix does not play
		// sounds synchronously, so we deactivate WaveMix and use
		// sndPlaySound stuff.
		CSound sound;
		pSound->Activate(FALSE);
		fRet = sound.StartFile((LPSTR)lpWaveFile, FALSE/*bLoop*/, -1, TRUE/*bWait*/);
		pSound->Activate(TRUE);
	}

	return(fRet);
}
Пример #2
0
//************************************************************************
void CNutDropScene::PlayLevelSuccessWave()
//************************************************************************
{
	// Get the sound to play based on the level
	int iCount = 0;
	for (int i = 0 ; i < MAX_SUCCESSWAVES ; i++)
	{
		if (m_szSuccessLevel[i][0] != '\0')
			iCount++;
	}

	LPSTR lpWave;
	if (iCount <= 0)
	{
		lpWave = m_szSuccessLevel[0];
	}
	else
	{
		i = GetRandomNumber (iCount);
		lpWave = m_szSuccessLevel[i];
	}

	if (*lpWave != '\0')
	{
		FNAME szFileName;
		if (GetSound() )
		{
			m_SoundPlaying = SuccessPlaying;
			GetSound()->StopChannel(NORMAL_CHANNEL);
			if (m_nSceneNo == IDD_NUTDROPI)
			{ // Play this wave without wavemix
				LPSOUND lpSound = new CSound;
				if ( lpSound )
				{
					GetSound()->Activate (FALSE);
					lpSound->StartFile( GetPathName(szFileName, lpWave),
						NO/*bLoop*/, NORMAL_CHANNEL/*iChannel*/, TRUE/*bWait*/, m_hWnd);
					delete lpSound;
					GetSound()->Activate (TRUE);
					FORWARD_WM_COMMAND (m_hWnd, IDC_NEXT, NULL, m_nNextSceneNo, PostMessage);
				}
			}
			else
				GetSound()->StartFile(GetPathName (szFileName, lpWave), NO/*bLoop*/, NORMAL_CHANNEL/*iChannel*/, FALSE/*bWait*/, m_hWnd);
		}
	}
}
Пример #3
0
//************************************************************************
void OptionsSceneCommand( HWND hWnd, int id, HWND hControl, UINT codeNotify )
//************************************************************************
{
	UINT loWord = (UINT)hControl;
	UINT hiWord = codeNotify;

	LPSCENE lpScene = NULL;
	LPOFFSCREEN lpOffScreen = NULL;

	switch (id)
	{
		case IDC_OPTION1:
		case IDC_OPTION2:
		case IDC_OPTION3:
		case IDC_OPTION4:
		case IDC_OPTION5:		
		{	
			int i = id - (int)IDC_OPTION1;			
			BOOL bState = !(1 & (int)SendDlgItemMessage(hWnd, id, SM_GETSTATE, 1, 0L));
			SendDlgItemMessage(hWnd, IDC_OPTSTATE1+i, SM_SETSTATE, bState, 0L);
			SendDlgItemMessage(hWnd, id, SM_SETSTATE, bState, 0L);

			LPSOUND pSound = new CSound();
			if (pSound)
			{
				pSound->StartResourceID( IDC_OPTSWITCH, NO/*bLoop*/, -1/*iChannel*/, GetApp()->GetInstance(), TRUE );
				delete(pSound);
			}

			break;
		}

		case IDC_EXIT:
		case IDC_RETURN:
		{
			for (int i=0; i<MAX_OPTIONS; i++)
				bOption[i] = (BOOL)SendDlgItemMessage(hWnd, IDC_OPTION1+(i*2), SM_GETSTATE, 1, 0L);

			// Assign the options to the values being controlled
			App.bOptionTransitions	= bOption[0];
			App.bOptionAutoTarget	= bOption[1];
			App.bOptionFireBack		= bOption[2];
			App.bOptionMusic		= bOption[3];
			App.bOptionBarricades	= bOption[4];
			//App.bOptionTaunts		= bOption[];	

			if ( App.bOptionsfromGame )
				ResumeGame( hWnd, 0 );
			else
				GetApp()->GotoScene (hWnd, 2); // Return to main screen
			break;
		}

		case IDC_VOLUME0:
		{
		    //iVolumeState = SendDlgItemMessage( hWnd, IDC_VOLUME0, SM_GETSTATE, 0, 0L );
			if (iVolumeState == 4)
			{
				iVolumeState = 0;
				SendDlgItemMessage( hWnd, IDC_VOLUME0, SM_SETSTATE, iVolumeState, 0L );
			}
			else
			{
				iVolumeState++;
				SendDlgItemMessage( hWnd, IDC_VOLUME0, SM_SETSTATE, iVolumeState, 0L);
			}
			break;
		}

		case IDC_SLIDER_MIDIVOL:
		{
			// Start and stop the looping sound
			StartMidi( !loWord ); // loWord is 1, on slider up
			WORD wVolume = (WORD)(( 32767L * (DWORD)hiWord ) / 100L);
			MCISetVolume ((LPSTR)MCI_DEVTYPE_SEQUENCER, wVolume | 0x8000, wVolume | 0x8000);
			break;
		}
      
		case IDC_SLIDER_WAVVOL:
		{
			// Start and stop the looping sound
			StartWave( !loWord ); // loWord is 1, on slider up
			WORD wVolume = (WORD)(( 32767L * (DWORD)hiWord ) / 100L);
			MCISetVolume ((LPSTR)MCI_DEVTYPE_WAVEFORM_AUDIO, wVolume | 0x8000, wVolume | 0x8000);
			break;
		}
      
		default:
			break;
	}
}