mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
2f2169b71f
* fixed problems with horde buildings (won't block original dwellings) * giving primary skill when hero get level (but there is still no dialog) * if an upgraded creature is available it'll be shown as the first in a recruitment window * creature levels not messed in Fortress * war machines are added to the hero's inventory, not to the garrison * support for H3-style PCX graphics in Data/ (not tested) * started doing support for ZSoft PCX graphics in Data/ * VCMI won't crash when is unable to initialize audio system * fixed displaying wrong town defs * minor fixes and improvements
97 lines
3.1 KiB
C++
97 lines
3.1 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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} |