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📄 audio.cpp

📁 After decades of war one company, who had gained powerful supplying both sides with weaponary, steps
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/*Copyright (C) 2003 Parallel RealitiesThis program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of the License, or (at your option) any later version.This program is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY 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 Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.*/#include "audio.h"void playSound(int sid){	if ((!currentGame.useSound) || (!engine.useAudio))		return;	switch(sid)	{		case SFX_DEATH:		case SFX_CLOCK:		case SFX_FLY:		case SFX_SHIELDUP:		case SFX_PICKUP:		case SFX_CLOAK:		case SFX_PLASMA2:		case SFX_PLASMA3:			Mix_PlayChannel(-1, sound[sid], 0);			break;		case SFX_PLASMA:		case SFX_LASER:			Mix_PlayChannel(0, sound[sid], 0);			break;		case SFX_ENERGYRAY:		case SFX_MISSILE:			Mix_PlayChannel(1, sound[sid], 0);			break;		case SFX_HIT:			Mix_PlayChannel(4, sound[sid], 0);			break;		case SFX_EXPLOSION:		case SFX_DEBRIS:		case SFX_DEBRIS2:			Mix_PlayChannel(3, sound[sid], 0);			break;	}}Mix_Chunk *loadSound(char *filename){	Mix_Chunk *chunk;	#if USEPACK	unpack(filename, PAK_WAV);	chunk = Mix_LoadWAV_RW(engine.sdlrw, 1);	#else	chunk = Mix_LoadWAV(filename);	#endif	return chunk;}void loadMusic(char *filename){	if (Mix_PlayingMusic())		Mix_HaltMusic();	if (engine.music != NULL)		Mix_FreeMusic(engine.music);	#if USEPACK	unpack(filename, PAK_MOD);	char musicFilename[PATH_MAX];	strcpy(musicFilename, "");	sprintf(musicFilename, "%smusic.mod", engine.userHomeDirectory);	engine.music = Mix_LoadMUS(musicFilename);	#else	engine.music = Mix_LoadMUS(filename);	#endif}void playRandomTrack(){	if ((!currentGame.useMusic) || (!engine.useAudio))		return;	int tracks = 0;	char track[][30] = {	"music/Frantic.mod", "music/Artificial.mod", "music/Lunatic.mod", "music/ToxicFriend.mod",	"music/DigitalInferno.mod", "music/TempoTrance.mod", "music/IntoTheMachine.mod"	};	switch(currentGame.system)	{		case 0:			tracks = 3;			break;		case 1:			tracks = 5;			break;		case 2:		case 3:			tracks = 7;			break;	}	switch(currentGame.area)	{		case 5:		case 11:		case 18:		case 25:			loadMusic("music/HardTranceDub.mod");			break;		case 26:			loadMusic("music/LoopsAndTings.mod");			break;		default:			loadMusic(track[rand() % tracks]);	}	Mix_PlayMusic(engine.music, -1);}

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