/* * z_sound_effect, load / play / stop / discard a sound effect. * * zargs[0] = number of bleep (1 or 2) or sample * zargs[1] = operation to perform (samples only) * zargs[2] = repeats and volume (play sample only) * zargs[3] = end-of-sound routine (play sample only, optional) * * Note: Volumes range from 1 to 8, volume 255 is the default volume. * Repeats are stored in the high byte, 255 is infinite loop. * */ void z_sound_effect (void) { zword number = zargs[0]; zword effect = zargs[1]; zword volume = zargs[2]; /* By default play sound 1 at volume 8 */ if (zargc < 1) number = 1; if (zargc < 2) effect = EFFECT_PLAY; if (zargc < 3) volume = 8; if (number >= 3 || number == 0) { locked = TRUE; if (story_id == LURKING_HORROR && (number == 9 || number == 16)) { if (effect == EFFECT_PLAY) { next_sample = number; next_volume = volume; locked = FALSE; if (!playing) start_next_sample (); } else locked = FALSE; return; } playing = FALSE; switch (effect) { case EFFECT_PREPARE: os_prepare_sample (number); break; case EFFECT_PLAY: start_sample (number, lo (volume), hi (volume), (zargc == 4) ? zargs[3] : 0); break; case EFFECT_STOP: os_stop_sample (); break; case EFFECT_FINISH_WITH: os_finish_with_sample (); break; } locked = FALSE; } else os_beep (number); }/* z_sound_effect */
/* * end_of_sound * * Call the Z-code routine which was given as the last parameter of * a sound_effect call. This function may be called from a hardware * interrupt (which requires extremely careful programming). * */ void end_of_sound (zword routine) { #if defined(DJGPP) && defined(SOUND_SUPPORT) end_of_sound_flag = 0; #endif playing = FALSE; if (!locked) { if (story_id == LURKING_HORROR) start_next_sample (); direct_call (routine); } }/* end_of_sound */