📄 soundmusic.h
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/*************************************************************************
"I Have No Tomatoes"
Copyright (c) 2004, Mika Halttunen
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute
it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must
not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
Mika Halttunen <lsoft@mbnet.fi>
*************************************************************************/
#ifndef SOUNDMUSIC_H
#define SOUNDMUSIC_H
#include <fmod.h>
#include <fmod_errors.h>
// Current music module
extern FMUSIC_MODULE *music_mod;
// Maximum number of music files
#define MAX_MUSIC 128
// Music files array
extern char music_files[MAX_MUSIC][256];
extern int num_music_files;
extern int cur_music;
// Sound defines
#define SND_APPEAR 0
#define SND_BOMB 1
#define SND_EXPLO 2
#define SND_BONUS1 3
#define SND_BONUS2 4
#define SND_BONUS3 5
#define SND_DIE1 6
#define SND_DIE2 7
#define SND_DIE3 8
#define SND_DIE4 9
#define SND_DIE5 10
#define SND_DIE6 11
#define SND_LEVEL_TELEPORT 12
#define SND_WILDFIRE 13
#define SND_TELEPORT 14
#define SND_TRAP 15
#define SND_LIGHTNING 16
#define SND_WISP 17
#define SND_JUMP 18
#define SND_POTATOMAN 19
#define SND_POTATOMAN2 20
#define SND_TURN 21
#define SND_FLOWERPOWER 22
#define SND_KICK 23
#define SND_KILLED5 24
#define SND_MENU1 25
#define SND_MENU2 26
#define SND_FINISH 27
// Number of sounds
#define NUM_SOUNDS 28
// Sound array
extern FSOUND_SAMPLE *sounds[NUM_SOUNDS];
// Initialize the FMOD
void init_fmod();
// Play music
void play_music(char *file);
// Play a sound
void play_sound(int sound, bool random_freq);
// If the current music has finished, start playing another
void check_music_finished();
#endif
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