📄 sounds.c
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//*****************************************************************************
//
// sounds.c - Arrays containing the music and sound effects used by the
// application.
//
// Copyright (c) 2007 Luminary Micro, Inc. All rights reserved.
//
// Software License Agreement
//
// Luminary Micro, Inc. (LMI) is supplying this software for use solely and
// exclusively on LMI's microcontroller products.
//
// The software is owned by LMI and/or its suppliers, and is protected under
// applicable copyright laws. All rights are reserved. You may not combine
// this software with "viral" open-source software in order to form a larger
// program. Any use in violation of the foregoing restrictions may subject
// the user to criminal sanctions under applicable laws, as well as to civil
// liability for the breach of the terms and conditions of this license.
//
// THIS SOFTWARE IS PROVIDED "AS IS". NO WARRANTIES, WHETHER EXPRESS, IMPLIED
// OR STATUTORY, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE APPLY TO THIS SOFTWARE.
// LMI SHALL NOT, IN ANY CIRCUMSTANCES, BE LIABLE FOR SPECIAL, INCIDENTAL, OR
// CONSEQUENTIAL DAMAGES, FOR ANY REASON WHATSOEVER.
//
// This is part of revision 1952 of the Stellaris Peripheral Driver Library.
//
//*****************************************************************************
#include "audio.h"
#include "sounds.h"
//*****************************************************************************
//
// The music played during the splash screens.
//
//*****************************************************************************
const unsigned short g_pusIntro[80] =
{
0, B4,
253, SILENCE,
263, G5,
515, SILENCE,
525, FS5,
712, SILENCE,
722, E5,
778, SILENCE,
788, D5,
974, SILENCE,
984, A4,
1040, SILENCE,
1050, B4,
1303, SILENCE,
1313, G5,
1565, SILENCE,
1575, FS5,
1762, SILENCE,
1772, E5,
1828, SILENCE,
1838, D5,
2024, SILENCE,
2034, A4,
2090, SILENCE,
2100, B4,
2353, SILENCE,
2363, G5,
2615, SILENCE,
2625, E5,
2812, SILENCE,
2822, D5,
2878, SILENCE,
2888, C5,
3140, SILENCE,
3150, A4,
3403, SILENCE,
3413, D5,
3665, SILENCE,
3675, B4,
4200, 0
};
//*****************************************************************************
//
// The music played at the start of the game.
//
//*****************************************************************************
const unsigned short g_pusStartOfGame[24] =
{
0, C4,
40, SILENCE,
50, E4,
90, SILENCE,
100, G4,
140, SILENCE,
150, C5,
240, SILENCE,
250, G4,
290, SILENCE,
300, C5,
550, 0
};
//*****************************************************************************
//
// The music played when a maze has been completed.
//
//*****************************************************************************
const unsigned short g_pusEndOfMaze[28] =
{
0, E4,
40, SILENCE,
50, D4,
90, SILENCE,
100, C4,
140, SILENCE,
150, F4,
190, SILENCE,
200, E4,
240, SILENCE,
250, D4,
290, SILENCE,
300, G4,
550, 0
};
//*****************************************************************************
//
// The music played at the end of the game, after the player dies.
//
//*****************************************************************************
const unsigned short g_pusEndOfGame[36] =
{
0, A3,
152, SILENCE,
162, A3,
315, SILENCE,
325, A3,
477, SILENCE,
487, E3,
559, SILENCE,
569, B3,
640, SILENCE,
650, A3,
802, SILENCE,
812, E3,
884, SILENCE,
894, B3,
965, SILENCE,
975, A3,
1300, 0
};
//*****************************************************************************
//
// The sound effect played when a bullet is fired by the player.
//
//*****************************************************************************
const unsigned short g_pusFireEffect[30] =
{
500, 510, 520, 530, 540, 550, 560, 570, 580, 590, 600, 610, 620, 630, 640,
650, 660, 670, 680, 690, 700, 710, 720, 730, 740, 750, 760, 770, 780, 790
};
//*****************************************************************************
//
// The sound effect played when a bullet collides with a wall.
//
//*****************************************************************************
const unsigned short g_pusWallEffect[100] =
{
100, 100, 100, 100, 100, 100, 100, 100, 110, 110, 110, 110, 110, 110, 110,
110, 100, 100, 100, 100, 100, 100, 100, 100, 90, 90, 90, 90, 90, 90,
90, 90, 100, 100, 100, 100, 100, 100, 100, 100, 110, 110, 110, 110, 110,
110, 110, 110, 100, 100, 100, 100, 100, 100, 100, 100, 90, 90, 90, 90,
90, 90, 90, 90, 100, 100, 100, 100, 100, 100, 100, 100, 110, 110, 110,
110, 110, 110, 110, 110, 100, 100, 100, 100, 100, 100, 100, 100, 90, 90,
90, 90, 90, 90, 90, 90, 100, 100, 100, 100
};
//*****************************************************************************
//
// The sound effect played when a monster dies.
//
//*****************************************************************************
const unsigned short g_pusMonsterEffect[100] =
{
1500, 1490, 1480, 1470, 1460, 1450, 1440, 1430, 1420, 1410,
1400, 1390, 1380, 1370, 1360, 1350, 1340, 1330, 1320, 1310,
1300, 1290, 1280, 1270, 1260, 1250, 1240, 1230, 1220, 1210,
1200, 1190, 1180, 1170, 1160, 1150, 1140, 1130, 1120, 1110,
1100, 1090, 1080, 1070, 1060, 1050, 1040, 1030, 1020, 1010,
1000, 990, 980, 970, 960, 950, 940, 930, 920, 910,
900, 890, 880, 870, 860, 850, 840, 830, 820, 810,
800, 790, 780, 770, 760, 750, 740, 730, 720, 710,
700, 690, 680, 670, 660, 650, 640, 630, 620, 610,
600, 590, 580, 570, 560, 550, 540, 530, 520, 510
};
//*****************************************************************************
//
// The sound effect played when the player dies.
//
//*****************************************************************************
const unsigned short g_pusPlayerEffect[150] =
{
100, 110, 120, 130, 140, 150, 160, 170, 180, 190,
200, 210, 220, 230, 240, 250, 260, 270, 280, 290,
300, 310, 320, 330, 340, 350, 360, 370, 380, 390,
400, 410, 420, 430, 440, 450, 460, 470, 480, 490,
500, 510, 520, 530, 540, 550, 560, 570, 580, 590,
600, 610, 620, 630, 640, 650, 660, 670, 680, 690,
700, 710, 720, 730, 740, 750, 760, 770, 780, 790,
800, 810, 820, 830, 840, 850, 860, 870, 880, 890,
900, 910, 920, 930, 940, 950, 960, 970, 980, 990,
1000, 1010, 1020, 1030, 1040, 1050, 1060, 1070, 1080, 1090,
1100, 1110, 1120, 1130, 1140, 1150, 1160, 1170, 1180, 1190,
1200, 1210, 1220, 1230, 1240, 1250, 1260, 1270, 1280, 1290,
1300, 1310, 1320, 1330, 1340, 1350, 1360, 1370, 1380, 1390,
1400, 1410, 1420, 1430, 1440, 1450, 1460, 1470, 1480, 1490,
1500, 1510, 1520, 1530, 1540, 1550, 1560, 1570, 1580, 1590
};
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