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Celestin Apprentice 5
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Glypha 3v2
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GlyphaIII Code ƒ
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Sound.c
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1995-06-30
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//============================================================================
//----------------------------------------------------------------------------
// Sound.c
//----------------------------------------------------------------------------
//============================================================================
// This file handles all sound routines. It handles 2 concurrent sound…
// channels allowing 2 sounds to be played simultaneously. It also handles…
// a system of priorites whereby you can ensure that "important" sounds don't…
// get cut off by "lesser" sounds. In that there are 2 channels however,…
// "lesser" sounds are not discounted outright - both channels are considered…
// to determine if one of the channels is not playing at all (priority = 0) or…
// playing a sound of an even lesser priority. Make sense?
#include <Sound.h>
#include "Externs.h"
#define kMaxSounds 17 // Number of sounds to load.
#define kBaseBufferSoundID 1000 // ID of first sound (assumed sequential).
#define kSoundDone 913 // Just a number I chose.
#define kSoundDone2 749 // Just a number I chose.
void PlaySound1 (short, short);
void PlaySound2 (short, short);
pascal void ExternalCallBack (SndChannelPtr, SndCommand);
pascal void ExternalCallBack2 (SndChannelPtr, SndCommand);
void LoadAllSounds (void);
OSErr LoadBufferSounds (void);
OSErr DumpBufferSounds (void);
OSErr OpenSoundChannel (void);
OSErr CloseSoundChannel (void);
SndCallBackUPP externalCallBackUPP, externalCallBackUPP2;
SndChannelPtr externalChannel, externalChannel2;
Ptr theSoundData[kMaxSounds];
short externalPriority, externalPriority2;
Boolean channelOpen, soundOn;
//============================================================== Functions
//-------------------------------------------------------------- PlaySound1
// This function takes a sound ID and a priority, and forces that sound to
// play through channel 1 - and saves the priority globally. As well, a
// callback command is queues up in channel 1.
void PlaySound1 (short soundID, short priority)
{
SndCommand theCommand;
OSErr theErr;
theCommand.cmd = flushCmd; // Send 1st a flushCmd to clear the sound queue.
theCommand.param1 = 0;
theCommand.param2 = 0L;
theErr = SndDoImmediate(externalChannel, &theCommand);
theCommand.cmd = quietCmd; // Send quietCmd to stop any current sound.
theCommand.param1 = 0;
theCommand.param2 = 0L;
theErr = SndDoImmediate(externalChannel, &theCommand);
externalPriority = priority; // Copy priority to global variable.
theCommand.cmd = bufferCmd; // Then, send a bufferCmd to channel 1.
theCommand.param1 = 0; // The sound played will be soundID.
theCommand.param2 = (long)(theSoundData[soundID]);
theErr = SndDoImmediate(externalChannel, &theCommand);
theCommand.cmd = callBackCmd; // Lastly, queue up a callBackCmd to notify us…
theCommand.param1 = kSoundDone; // when the sound has finished playing.
theCommand.param2 = SetCurrentA5();
theErr = SndDoCommand(externalChannel, &theCommand, TRUE);
}
//-------------------------------------------------------------- PlaySound2
// This function is identical to the above function except that it handles…
// playing sounds through channel 2.
void PlaySound2 (short soundID, short priority)
{
SndCommand theCommand;
OSErr theErr;
theCommand.cmd = flushCmd; // Send 1st a flushCmd to clear the sound queue.
theCommand.param1 = 0;
theCommand.param2 = 0L;
theErr = SndDoImmediate(externalChannel2, &theCommand);
theCommand.cmd = quietCmd; // Send quietCmd to stop any current sound.
theCommand.param1 = 0;
theCommand.param2 = 0L;
theErr = SndDoImmediate(externalChannel2, &theCommand);
externalPriority2 = priority; // Copy priority to global variable.
theCommand.cmd = bufferCmd; // Then, send a bufferCmd to channel 1.
theCommand.param1 = 0; // The sound played will be soundID.
theCommand.param2 = (long)(theSoundData[soundID]);
theErr = SndDoImmediate(externalChannel2, &theCommand);
theCommand.cmd = callBackCmd; // Lastly, queue up a callBackCmd to notify us…
theCommand.param1 = kSoundDone2; // when the sound has finished playing.
theCommand.param2 = SetCurrentA5();
theErr = SndDoCommand(externalChannel2, &theCommand, TRUE);
}
//-------------------------------------------------------- PlayExternalSound
// This function is probably poorly named for this application. I lifted this…
// whole library from one of my games and chopped it down for purposes of Glypha.
// The original game treated "external" and "cockpit" sounds as seperate channels…
// (such that cockpit sounds could only "override" other cockpit sounds and…
// external sounds could only override other external sounds.
// In any event, this is the primary function called from throughout Glypha.
// This function is called with a sound ID and a priority (just some number) and…
// the function then determines if one of the two sound channels is free to play…
// the sound. It determines this by way of priorities. If a sound channel is…
// idle and playing no sound, its channel priority is 0. Since the priority of…
// the sound you want to play is assumed to be greater than 0, it will, without…
// a doubt, be allowed to play on an idle channel. If however there is already…
// a sound playing (the channel's priority is not equal to 0), the sound with the…
// largest priority wins. Mind you though that there are two channels to choose…
// between. Therefore, the function compares the priority passed in with the…
// sound channel with the lowest priority.
void PlayExternalSound (short soundID, short priority)
{ // A little error-checking.
if ((soundID >= 0) && (soundID < kMaxSounds))
{
if (soundOn) // More error-checking.
{ // Find channel with lowest priority.
if (externalPriority < externalPriority2)
{ // Compare priority with that of channel 1.
if (priority >= externalPriority)
PlaySound1(soundID, priority);
}
else
{ // Compare priority with that of channel 2.
if (priority >= externalPriority2)
PlaySound2(soundID, priority);
}
}
}
}
//-------------------------------------------------------- ExternalCallBack
// Callback routine. If this looks ugly, blame Apple's Universal Headers.
// The callback routine is called after a sound finishes playing. The…
// callback routine is extremely useful in that it enables us to know when…
// to set the sound channels priority back to 0 (meaning no sound playing).
// Keep in mind (by the way) that this funciton is called at interrupt time…
// and thus may not cause memory to be moved. Also, note that also because…
// of the interupt situation, we need to handle setting A5 to point to our…
// app's A5 and then set it back again.
RoutineDescriptor ExternalCallBackRD =
BUILD_ROUTINE_DESCRIPTOR(uppFilePlayCompletionProcInfo, ExternalCallBack);
pascal void ExternalCallBack (SndChannelPtr theChannel, SndCommand theCommand)
{
long thisA5, gameA5;
if (theCommand.param1 == kSoundDone) // See if it's OUR callback.
{
gameA5 = theCommand.param2; // Extract our A5 from sound command.
thisA5 = SetA5(gameA5); // Point A5 to our app (save off current A5).
externalPriority = 0; // Set global to reflect no sound playing.
thisA5 = SetA5(thisA5); // Restire A5.
}
}
//-------------------------------------------------------- ExternalCallBack2
// This function is identical to the above function but handles sound channel 2.
RoutineDescriptor ExternalCallBackRD2 =
BUILD_ROUTINE_DESCRIPTOR(uppFilePlayCompletionProcInfo, ExternalCallBack2);
pascal void ExternalCallBack2 (SndChannelPtr theChannel, SndCommand theCommand)
{
long thisA5, gameA5;
if (theCommand.param1 == kSoundDone2) // See if it's OUR callback.
{
gameA5 = theCommand.param2; // Extract our A5 from sound command.
thisA5 = SetA5(gameA5); // Point A5 to our app (save off current A5).
externalPriority2 = 0; // Set global to reflect no sound playing.
thisA5 = SetA5(thisA5); // Restire A5.
}
}
//-------------------------------------------------------- LoadBufferSounds
// This function loads up all the sounds we'll need in the game and then…
// strips off their header so that we can pass them as buffer commands.
// Sounds are stored in our resource fork as 'snd ' resources. There is a…
// 20 byte header that we need to remove in order to use bufferCmd's.
// This function is called only once, when the game loads up.
OSErr LoadBufferSounds (void)
{
Handle theSound;
long soundDataSize;
OSErr theErr;
short i;
theErr = noErr; // Assume no errors.
for (i = 0; i < kMaxSounds; i++) // Walk through all sounds.
{ // Load 'snd ' from resource.
theSound = GetResource('snd ', i + kBaseBufferSoundID);
if (theSound == 0L) // Make sure it loaded okay.
return (ResError()); // Return reason it failed (if it did).
HLock(theSound); // If we got this far, lock sound down.
// Calculate size of sound minus header.
soundDataSize = GetHandleSize(theSound) - 20L;
HUnlock(theSound); // Okay, unlock.
// Create pointer the size calculated above.
theSoundData[i] = NewPtr(soundDataSize);
if (theSoundData[i] == 0L) // See if we created it okay.
return (MemError()); // If failed, return the reason why.
HLock(theSound); // Okay, lock the sound handle again.
// Copy sound data (minus header) to our pointer.
BlockMove((Ptr)(*theSound + 20L), theSoundData[i], soundDataSize);
HUnlock(theSound); // Unlock sound handle again.
ReleaseResource(theSound); // And toss it from memory.
}
return (theErr);
}
//-------------------------------------------------------- DumpBufferSounds
// This function is called when Glypha exits (quits). All those nasty pointers…
// we created in the above function are reclaimed.
OSErr DumpBufferSounds (void)
{
OSErr theErr;
short i;
theErr = noErr;
for (i = 0; i < kMaxSounds; i++) // Go through all sound pointers.
{
if (theSoundData[i] != 0L) // Make sure it exists.
DisposPtr(theSoundData[i]); // Dispose of it.
theSoundData[i] = 0L; // Make sure it reflects its "nonexistence".
}
return (theErr);
}
//-------------------------------------------------------- OpenSoundChannel
// This should perhaps be called OpenSoundChannels() since it opens two.
// It is called once (at initialization) to set up the two sound channels…
// we will use throughout Glypha. For purposes of speed, 8-bit sound channels…
// with no interpolation and monophonic are opened. They'll use the sampled…
// synthesizer (digitized sound) and be assigned their respective callback…
// routines.
OSErr OpenSoundChannel (void)
{
OSErr theErr;
#if USESROUTINEDESCRIPTORS
externalCallBackUPP = &ExternalCallBackRD; // Handle Universal Header ugliness.
externalCallBackUPP2 = &ExternalCallBackRD2;
#else
externalCallBackUPP = (SndCallBackUPP) &ExternalCallBack;
externalCallBackUPP2 = (SndCallBackUPP) &ExternalCallBack2;
#endif
theErr = noErr; // Assume no errors.
if (channelOpen) // Error checking.
return (theErr);
externalChannel = 0L;
theErr = SndNewChannel(&externalChannel, // Open channel 1.
sampledSynth, initNoInterp + initMono,
(SndCallBackUPP)externalCallBackUPP);
if (theErr == noErr) // See if it worked.
channelOpen = TRUE;
externalChannel2 = 0L;
theErr = SndNewChannel(&externalChannel2, // Open channel 2.
sampledSynth, initNoInterp + initMono,
(SndCallBackUPP)externalCallBackUPP2);
if (theErr == noErr) // See if it worked.
channelOpen = TRUE;
return (theErr);
}
//-------------------------------------------------------- CloseSoundChannel
// This function is called only upon quitting Glypha. Both sound channels…
// we created above are closed down.
OSErr CloseSoundChannel (void)
{
OSErr theErr;
theErr = noErr;
if (!channelOpen) // Error checking.
return (theErr);
if (externalChannel != 0L) // Dispose of channel 1 (if open).
theErr = SndDisposeChannel(externalChannel, TRUE);
externalChannel = 0L; // Flag it closed.
if (externalChannel2 != 0L) // Dispose of channel 2 (if open).
theErr = SndDisposeChannel(externalChannel2, TRUE);
externalChannel2 = 0L; // Flag it closed.
if (theErr == noErr)
channelOpen = FALSE;
return (theErr);
}
//-------------------------------------------------------- InitSound
// All the above initialization routines are handled by this one function.
// This single function is the only one that needs to be called - it handles…
// calling the functions that load the sounds and create the sound channels.
// It is called from main() when Glypha is loading up and going through its…
// initialization phase.
void InitSound (void)
{
OSErr theErr;
soundOn = TRUE; // Note that initialization of sounds has occurred…
// (or rather is just about to this instant!).
externalChannel = 0L; // Flag channels as nonexistant.
externalChannel2 = 0L;
externalPriority = 0; // Set priorities to 0 (no sound playing).
externalPriority2 = 0;
// Load up all sounds (see above function).
theErr = LoadBufferSounds();
if (theErr != noErr) // If it fails, we'll quit Glypha.
RedAlert("\pFailed Loading Sounds");
// Open up the two sound channels.
theErr = OpenSoundChannel();
if (theErr != noErr) // If that fails we'll quit Glypha as well.
RedAlert("\pFailed To Open Sound Channels");
}
//-------------------------------------------------------- KillSound
// Complementary to the above function, this one is called only when Glypha…
// quits and it handles all the "shut-down" routines. It also is called from…
// main(), but it is called last - just as Glypha is quitting.
void KillSound (void)
{
OSErr theErr;
theErr = DumpBufferSounds(); // Kill all sound pointers.
theErr = CloseSoundChannel(); // Close down the sound channels.
}