mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-28 03:57:02 +02:00
97 lines
3.2 KiB
C++
97 lines
3.2 KiB
C++
#include "../stdafx.h"
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#include "CMusicHandler.h"
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void CMusicHandler::initMusics()
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{
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if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 4096)==-1)
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{
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printf("Mix_OpenAudio error: %s!!!\n", Mix_GetError());
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//exit(2);
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sndh = NULL;
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return;
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}
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atexit(Mix_CloseAudio);
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//AITheme0 = Mix_LoadMUS("MP3\\AITheme0.mp3");
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//AITheme1 = Mix_LoadMUS("MP3\\AITHEME1.mp3");
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//AITheme2 = Mix_LoadMUS("MP3\\AITHEME2.mp3");
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//buildTown = Mix_LoadWAV("MP3\\BUILDTWN.wav");
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//combat1 = Mix_LoadMUS("MP3\\COMBAT01.mp3");
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//combat2 = Mix_LoadMUS("MP3\\COMBAT02.mp3");
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//combat3 = Mix_LoadMUS("MP3\\COMBAT03.mp3");
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//combat4 = Mix_LoadMUS("MP3\\COMBAT04.mp3");
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//castleTown = Mix_LoadMUS("MP3\\CstleTown.mp3");
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//defendCastle = Mix_LoadMUS("MP3\\Defend Castle.mp3");
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//dirt = Mix_LoadMUS("MP3\\DIRT.mp3");
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//dungeon = Mix_LoadMUS("MP3\\DUNGEON.mp3");
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//elemTown = Mix_LoadMUS("MP3\\ElemTown.mp3");
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//evilTheme = Mix_LoadMUS("MP3\\EvilTheme.mp3");
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//fortressTown = Mix_LoadMUS("MP3\\FortressTown.mp3");
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//goodTheme = Mix_LoadMUS("MP3\\GoodTheme.mp3");
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//grass = Mix_LoadMUS("MP3\\GRASS.mp3");
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//infernoTown = Mix_LoadMUS("MP3\\InfernoTown.mp3");
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//lava = Mix_LoadMUS("MP3\\LAVA.mp3");
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//loopLepr = Mix_LoadMUS("MP3\\LoopLepr.mp3");
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//loseCampain = Mix_LoadMUS("MP3\\Lose Campain.mp3");
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//loseCastle = Mix_LoadMUS("MP3\\LoseCastle.mp3");
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//loseCombat = Mix_LoadMUS("MP3\\LoseCombat.mp3");
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//mainMenu = Mix_LoadMUS("MP3\\MAINMENU.mp3");
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//mainMenuWoG = Mix_LoadMUS("MP3\\MainMenuWoG.mp3");
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//necroTown = Mix_LoadMUS("MP3\\necroTown.mp3");
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//neutralTheme = Mix_LoadMUS("MP3\\NeutralTheme.mp3");
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//rampart = Mix_LoadMUS("MP3\\RAMPART.mp3");
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//retreatBattle = Mix_LoadMUS("MP3\\Retreat Battle.mp3");
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//rough = Mix_LoadMUS("MP3\\ROUGH.mp3");
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//sand = Mix_LoadMUS("MP3\\SAND.mp3");
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//secretTheme = Mix_LoadMUS("MP3\\SecretTheme.mp3");
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//snow = Mix_LoadMUS("MP3\\SNOW.mp3");
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//stronghold = Mix_LoadMUS("MP3\\StrongHold.mp3");
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//surrenderBattle = Mix_LoadMUS("MP3\\Surrender Battle.mp3");
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//swamp = Mix_LoadMUS("MP3\\SWAMP.mp3");
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//towerTown = Mix_LoadMUS("MP3\\TowerTown.mp3");
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//ultimateLose = Mix_LoadMUS("MP3\\UltimateLose.mp3");
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//underground = Mix_LoadMUS("MP3\\Underground.mp3");
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//water = Mix_LoadMUS("MP3\\WATER.mp3");
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//winBattle = Mix_LoadMUS("MP3\\Win Battle.mp3");
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//winScenario = Mix_LoadMUS("MP3\\Win Scenario.mp3");
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click = Mix_LoadWAV("MP3\\snd1.wav");
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click->volume = 30;
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this->sndh = new CSndHandler(std::string("Data\\Heroes3.snd"));
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}
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void CMusicHandler::playClick()
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{
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if(!sndh) return;
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int channel;
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channel = Mix_PlayChannel(-1, click, 0);
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if(channel == -1)
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{
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fprintf(stderr, "Unable to play WAV file: %s\n", Mix_GetError());
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}
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}
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void CMusicHandler::playLodSnd(std::string sndname)
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{
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if(!sndh) return;
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int size;
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unsigned char *data;
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SDL_RWops *ops;
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Mix_Chunk *chunk;
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int channel;
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if ((data = sndh->extract(sndname, size)) == NULL)
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return;
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ops = SDL_RWFromConstMem(data, size);
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chunk = Mix_LoadWAV_RW(ops, 1);
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channel = Mix_PlayChannel(-1, chunk, 0);
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if(channel == -1)
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{
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fprintf(stderr, "Unable to play WAV file(Data\\Heroes3.wav::%s): %s\n",
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sndname.c_str(),Mix_GetError());
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}
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ops->close(ops);
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} |