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vcmi/hch/CMusicHandler.cpp
Michał W. Urbańczyk 2f2169b71f * improved slider ( #58 )
* 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
2008-05-03 15:30:11 +00:00

97 lines
3.1 KiB
C++

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