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#include "devilution.h"
#include "miniwin/dsound.h"
#include "stubs.h"
#include <SDL.h>
namespace dvl {
///// DirectSoundBuffer /////
void DirectSoundBuffer::Release()
{
Mix_FreeChunk(chunk);
};
void DirectSoundBuffer::GetStatus(LPDWORD pdwStatus)
{
for (int i = 1; i < Mix_AllocateChannels(-1); i++) {
if (Mix_GetChunk(i) == chunk && Mix_Playing(i)) {
*pdwStatus = DVL_DSBSTATUS_PLAYING;
break;
}
}
};
void DirectSoundBuffer::Play(int lVolume, int lPan)
{
int channel = Mix_PlayChannel(-1, chunk, 0);
if (channel == -1) {
SDL_Log("Too few channels, skipping sound\n");
return;
}
Mix_Volume(channel, pow(10, lVolume / 2000.0) * MIX_MAX_VOLUME);
int pan = copysign(pow(10, -abs(lPan) / 2000.0) * 255, lPan);
Mix_SetPanning(channel, pan > 0 ? pan : 255, pan < 0 ? abs(pan) : 255);
};
void DirectSoundBuffer::Stop()
{
for (int i = 1; i < Mix_AllocateChannels(-1); i++) {
if (Mix_GetChunk(i) != chunk) {
continue;
}
Mix_HaltChannel(i);
}
};
int DirectSoundBuffer::SetChunk(BYTE *fileData, DWORD dwBytes)
{
SDL_RWops *buf1 = SDL_RWFromConstMem(fileData, dwBytes);
if (buf1 == NULL) {
return -1;
}
chunk = Mix_LoadWAV_RW(buf1, 1);
if (chunk == NULL) {
return -1;
}
return 0;
};
} // namespace dvl