void InitMusic(void) { // Select which cards to use MusicStartup(); //SendGeneralMidiSysX(); }
void main() { char * song; char * voc; volatile int32 lasttime; RegisterShutdownFunction( ShutDown ); KB_Startup(); timerhandle = TIME_AddTimer( 40, &timer ); //CONFIG_GetSetupFilename(); CONFIG_ReadSetup(); CONTROL_Startup( 1, &GetTime, 1500 ); SetupGameButtons(); MusicStartup(); SoundStartup(); RTS_Init(RTSName); // load in some test data LoadFile("test.mid",&song); LoadFile("test.voc",&voc); // start playing a song MUSIC_PlaySong( song, MUSIC_LoopSong ); lasttime = timer; while (1) { int32 i; ControlInfo info; while (lasttime==timer) { ServiceEvents(); } lasttime = timer; // printf("timer=%ld\n",timer); CONTROL_GetInput( &info ); if ( info.dx!=0 || info.dy!=0 || info.dz!=0 || info.dpitch!=0 || info.dyaw!=0 || info.droll!=0 ) printf("x=%6ld y=%6ld z=%6ld yaw=%6ld pitch=%6ld roll=%6ld\n", info.dx,info.dy,info.dz,info.dyaw,info.dpitch,info.droll); // Get Keyboard input and set appropiate game function states for (i=0;i<NUMGAMEFUNCTIONS;i++) { if (BUTTON(i) && !BUTTONHELD(i)) { printf("%s\n",gamefunctions[i]); } } for (i=0;i<10;i++) { if (KB_KeyPressed(sc_F1+i)) { byte * ptr; KB_ClearKeyDown(sc_F1+i); ptr = RTS_GetSound(i); FX_PlayVOC( ptr, 0, 255, 255, 255, 255, 0); } } // Check to see if fire is being pressed so we can play a sound if (BUTTON(gamefunc_Fire) && !BUTTONHELD(gamefunc_Fire)) { FX_PlayVOC( voc, 0, 255, 255, 255, 255, 0); } // Check to see if we want to exit if ( KB_KeyPressed(sc_Escape) ) { break; } } ShutDown(); }