/* sound.c - Sound effect function * Copyright (c) 1995-1997 Stefan Jokisch * * This file is part of Frotz. * * Frotz is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * Frotz is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA */ #include "frotz.h" #ifdef DJGPP #include "djfrotz.h" #endif #define EFFECT_PREPARE 1 #define EFFECT_PLAY 2 #define EFFECT_STOP 3 #define EFFECT_FINISH_WITH 4 extern int direct_call (zword); static zword routine = 0; static int next_sample = 0; static int next_volume = 0; static bool locked = FALSE; static bool playing = FALSE; /* * init_sound * * Initialize sound variables. * */ void init_sound (void) { locked = FALSE; playing = FALSE; } /* init_sound */ /* * start_sample * * Call the IO interface to play a sample. * */ static void start_sample (int number, int volume, int repeats, zword eos) { static zbyte lh_repeats[] = { 0x00, 0x00, 0x00, 0x01, 0xff, 0x00, 0x01, 0x01, 0x01, 0x01, 0xff, 0x01, 0x01, 0xff, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff }; if (story_id == LURKING_HORROR) repeats = lh_repeats[number]; os_start_sample (number, volume, repeats, eos); routine = eos; playing = TRUE; }/* start_sample */ /* * start_next_sample * * Play a sample that has been delayed until the previous sound effect has * finished. This is necessary for two samples in The Lurking Horror that * immediately follow other samples. * */ static void start_next_sample (void) { if (next_sample != 0) start_sample (next_sample, next_volume, 0, 0); next_sample = 0; next_volume = 0; }/* start_next_sample */ /* * 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 (void) { #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 */ /* * 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 (number); break; case EFFECT_FINISH_WITH: os_finish_with_sample (number); break; } locked = FALSE; } else os_beep (number); }/* z_sound_effect */