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@ -306,6 +306,21 @@ CFX *NewFX=CFX::Create(Type);
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CFX::leftThinkZone(int _frames)
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{
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if(Flags & FX_FLAG_NO_THINK_KILL)
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{
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killFX();
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}
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if( m_soundId != NOT_PLAYING )
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{
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CSoundMediator::stopAndUnlockSfx(m_soundId);
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m_soundId=NOT_PLAYING;
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}
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}
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/*****************************************************************************/
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void CFX::init()
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{
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@ -404,14 +419,15 @@ void CFX::killFX()
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{
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CFX::Create((CFX::FX_TYPE)AfterEffect,getPos());
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}
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if( m_soundId != NOT_PLAYING )
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{
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CSoundMediator::stopAndUnlockSfx(m_soundId);
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m_soundId=NOT_PLAYING;
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}
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if (EndSnd)
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{
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CSoundMediator::playSfx( (CSoundMediator::SFXID)EndSnd,false);
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}
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if( m_soundId != NOT_PLAYING )
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{
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CSoundMediator::stopAndUnlockSfx(m_soundId );
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}
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}
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@ -102,7 +102,7 @@ static CFX *Create(const FX_TYPE Type,CThing *Parent);
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static CFX *Create(const FX_TYPE Type,DVECTOR const &Pos);
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bool alwaysThink() {return(Flags & FX_FLAG_SCREEN_FX);}
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void leftThinkZone(int _frames) {if (Flags & FX_FLAG_NO_THINK_KILL) killFX();}
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void leftThinkZone(int _frames);
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void init();
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virtual void init(DVECTOR const &Pos);
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@ -31,7 +31,6 @@ void CFXSteam::init(DVECTOR const &_Pos)
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DieOut=false;
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SetSize(DefSize);
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IsHorizontal=false;
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m_soundId=CSoundMediator::playSfx( CSoundMediator::SFX_HAZARD__STEAM,true);
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}
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/*****************************************************************************/
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@ -112,12 +111,21 @@ int TotalLife=0;
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TotalLife+=ThisElem.Shade;
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}
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if(m_soundId==NOT_PLAYING)
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{
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m_soundId=CSoundMediator::playSfx( CSoundMediator::SFX_HAZARD__STEAM,true);
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}
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else
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{
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if(!CSoundMediator::isSfxStillPlaying(m_soundId))
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{
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CSoundMediator::stopAndUnlockSfx(m_soundId);
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m_soundId=NOT_PLAYING;
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}
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}
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if (DieOut && TotalLife==0)
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{
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if( m_soundId != NOT_PLAYING )
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{
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CSoundMediator::stopAndUnlockSfx(m_soundId );
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}
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setToShutdown();
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}
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}
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@ -440,6 +440,7 @@ void CGameScene::think(int _frames)
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// Song is loaded/dumped by the level, and played from here. This just gives some
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// better timing over when it starts (pkg)
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CSoundMediator::playSong();
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CSoundMediator::setCanPlaySfx(true);
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m_musicStarted=true;
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}
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@ -702,10 +703,12 @@ int CGameScene::getTotalSpatCountForThisLevel()
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/*****************************************************************************/
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void CGameScene::respawnLevel()
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{
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CSoundMediator::setCanPlaySfx(false);
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m_player->respawn();
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Level.respawnLevel();
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m_gamestate=GAMESTATE_SHOWING_LIVES;
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m_showingLivesTimer=0;
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CSoundMediator::setCanPlaySfx(true);
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}
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@ -733,6 +736,8 @@ void CGameScene::hitBossArenaTrigger()
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/*****************************************************************************/
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void CGameScene::initLevel()
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{
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CSoundMediator::setCanPlaySfx(false);
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SYSTEM_DBGMSG("InitLevel\n");
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CThingManager::init();
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@ -191,23 +191,13 @@ void CXMPlaySound::think()
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case SILENT:
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if(!ch->m_locked)
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{
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if(XM_GetFeedback(ch->m_internalId,&fb))
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{
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///PAUL_DBGMSG("freeing channels:");
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///int j=i;
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do
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{
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///PAUL_DBGMSG(" %d (%d)",j++,ch->m_playingId);
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ch->m_useType=FREE;
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ch++;
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}
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while(ch->m_useType==CONTINUE);
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}
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/// else
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///{
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/// PAUL_DBGMSG("channel %d not stopped",i);
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///}
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}
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break;
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@ -215,13 +205,14 @@ void CXMPlaySound::think()
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case SONG:
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case SFX:
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if(XM_GetFeedback(ch->m_internalId,&fb))
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// XM_GetFeedback(ch->m_internalId,&fb);
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// if(fb.Status==XM_STOPPED)
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{
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// Just mark it as silent, if it's unlocked then it'll die next frame
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ch->m_useType=SILENT;
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// And kill it in the player
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XM_Quit(ch->m_internalId);
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///PAUL_DBGMSG("marked %d (%d) as silent",i,ch->m_internalId);
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}
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break;
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@ -706,7 +697,6 @@ xmPlayingId CXMPlaySound::playSong(xmSampleId _sampleId,xmModId _modId,int _star
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_startPattern); // Where to start from
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markChannelsAsActive(baseChannel,channelCount,SONG,retId,id,255);
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setVolume(retId,MAX_VOLUME);
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//PAUL_DBGMSG("playSong %d/%d ( on %d-%d )",retId,id,baseChannel,baseChannel+channelCount-1);
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}
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else
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{
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@ -751,14 +741,8 @@ void CXMPlaySound::unlockPlayingId(xmPlayingId _playingId)
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ch=&m_spuChannelUse[_playingId&0xff];
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if(ch->m_playingId==_playingId)
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{
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//PAUL_DBGMSG("unlocking %d",_playingId);
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ASSERT(ch->m_locked!=false); // Can't do this on an unlocked sound!
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do
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{
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ch->m_locked=false;
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ch++;
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}
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while(ch->m_useType==CONTINUE);
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return;
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}
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@ -785,19 +769,15 @@ void CXMPlaySound::stopPlayingId(xmPlayingId _playingId)
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case SONG:
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case SFX:
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{
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// XM_Feedback fb;
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// do
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// {
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XM_PlayStop(ch->m_internalId);
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// XM_GetFeedback(ch->m_internalId,&fb);
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// }
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// while(fb.Status!=XM_STOPPED);
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XM_Quit(ch->m_internalId);
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ch->m_useType=SILENT;
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}
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break;
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case LOOPINGSFX:
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XM_StopSample(ch->m_internalId);
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ch->m_useType=SILENT;
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break;
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case SILENT:
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@ -809,7 +789,6 @@ void CXMPlaySound::stopPlayingId(xmPlayingId _playingId)
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break;
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}
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ch->m_useType=SILENT;
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return;
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}
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@ -853,17 +832,16 @@ xmPlayingId CXMPlaySound::playSfx(xmSampleId _sampleId,xmModId _modId,int _sfxPa
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{
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retId=getNextSparePlayingId(baseChannel);
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vab=&m_xmVabs[_sampleId];
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XM_SetSFXRange(baseChannel,channelCount);
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// XM_SetSFXRange(baseChannel,channelCount);
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id=XM_Init(vab->m_vabId, // id from XM_VABInit
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_modId, // XM id ( as passed to InitXMData )
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-1, // Let xmplay give us a song id
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-1, // Use SFX range to get first channel
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baseChannel, // Base cahnnel to play on
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XM_NoLoop, // One-shot
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_playMask, // Play mask
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XM_SFX, // SFX
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_sfxPattern); // SFX pattern to play
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XM_ClearSFXRange();
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//PAUL_DBGMSG("playSfx %d/%d ( on %d-%d )",retId,id,baseChannel,baseChannel+channelCount-1);
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markChannelsAsActive(baseChannel,channelCount,SFX,retId,id,_priority);
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setVolume(retId,MAX_VOLUME);
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}
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@ -891,7 +869,6 @@ xmPlayingId CXMPlaySound::playLoopingSfx(xmSampleId _sampleId,xmModId _modId,int
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if(baseChannel!=-1)
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{
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retId=getNextSparePlayingId(baseChannel);
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//PAUL_DBGMSG("playLoopingSfx %d/- ( on %d-%d )",retId,baseChannel,baseChannel);
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XM_PlaySample(XM_GetSampleAddress(_sampleId,_soundId),baseChannel,0x3fff,0x3fff,_pitch);
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markChannelsAsActive(baseChannel,1,LOOPINGSFX,retId,baseChannel,_priority);
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setVolume(retId,MAX_VOLUME);
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