2 * Copyright (c) 2007, 2008, 2009, Czirkos Zoltan <cirix@fw.hu>
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
13 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
14 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
23 The C64 sound chip (the SID) had 3 channels. Boulder Dash used all 3 of them.
25 Different channels were used for different sounds.
27 Channel 1: other small sounds, ie. diamonds falling, boulders rolling.
29 Channel 2: Walking, diamond collecting and explosion; also time running out
32 Channel 3: amoeba sound, magic wall sound, cave cover & uncover sound, and
33 the crack sound (gate open)
35 Sounds have precedence over each other. Ie. the crack sound is given
36 precedence over other sounds (amoeba, for example.)
37 Different channels also behave differently. Channel 2 sounds are not stopped,
38 ie. walking can not be heard, until the explosion sound is finished playing
41 Explosions are always restarted, though. This is controlled by the array
44 Channel 1 sounds are always stopped, if a new sound is requested.
46 Here we implement this a bit differently. We use samples, instead of
47 synthesizing the sounds. By stopping samples, sometimes small clicks
48 generate. Therefore we do not stop them, rather fade them out quickly.
49 (The SID had filters, which stopped these small clicks.)
51 Also, channel 1 and 2 should be stopped very often. So I decided to use two
52 SDL_Mixer channels to emulate one C64 channel; and they are used alternating.
53 SDL channel 4 is the "backup" channel 1, channel 5 is the backup channel 2.
54 Other channels have the same indexes.
58 #define MAX_CHANNELS 5
60 typedef enum _sound_flag
62 GD_SP_LOOPED = 1 << 0,
63 GD_SP_FORCE = 1 << 1, /* force restart, regardless of precedence level */
66 typedef struct _sound_property
69 int channel; /* channel this sound is played on. */
70 int precedence; /* greater numbers will have precedence. */
74 static SoundProperty sound_flags[] =
76 { 0, GD_S_NONE, 0, 0 },
78 /* channel 1 sounds. */
79 /* CHANNEL 1 SOUNDS ARE ALWAYS RESTARTED, so no need for GD_SP_FORCE flag. */
80 { GD_S_STONE, 1, 10 },
81 /* nut falling is relatively silent, so low precedence. */
83 /* higher precedence than a stone bouncing. */
84 { GD_S_NUT_CRACKING, 1, 12 },
85 /* sligthly lower precedence, as stones and diamonds should be "louder" */
86 { GD_S_DIRT_BALL, 1, 8 },
87 { GD_S_NITRO_PACK, 1, 10 },
88 { GD_S_FALLING_WALL, 1, 10 },
89 { GD_S_EXPANDING_WALL, 1, 10 },
90 { GD_S_WALL_REAPPEARING, 1, 9 },
91 { GD_S_DIAMOND_RANDOM, 1, 10 },
92 { GD_S_DIAMOND_1, 1, 10 },
93 { GD_S_DIAMOND_2, 1, 10 },
94 { GD_S_DIAMOND_3, 1, 10 },
95 { GD_S_DIAMOND_4, 1, 10 },
96 { GD_S_DIAMOND_5, 1, 10 },
97 { GD_S_DIAMOND_6, 1, 10 },
98 { GD_S_DIAMOND_7, 1, 10 },
99 { GD_S_DIAMOND_8, 1, 10 },
100 /* diamond collect sound has precedence over everything. */
101 { GD_S_DIAMOND_COLLECTING, 1, 100 },
103 /* collect sounds have higher precedence than falling sounds and the like. */
104 { GD_S_SKELETON_COLLECTING, 1, 100 },
105 { GD_S_PNEUMATIC_COLLECTING, 1, 50 },
106 { GD_S_BOMB_COLLECTING, 1, 50 },
107 { GD_S_CLOCK_COLLECTING, 1, 50 },
108 { GD_S_SWEET_COLLECTING, 1, 50 },
109 { GD_S_KEY_COLLECTING, 1, 50 },
110 { GD_S_DIAMOND_KEY_COLLECTING, 1, 50 },
111 { GD_S_SLIME, 1, 5 }, /* slime has lower precedence than diamond and stone falling sounds. */
112 { GD_S_LAVA, 1, 5 }, /* lava has low precedence, too. */
113 { GD_S_REPLICATOR, 1, 5 },
114 { GD_S_ACID_SPREADING, 1, 3 }, /* same for acid, even lower. */
115 { GD_S_BLADDER_MOVING, 1, 5 }, /* same for bladder. */
116 { GD_S_BLADDER_CONVERTING, 1, 8 },
117 { GD_S_BLADDER_SPENDER, 1, 8 },
118 { GD_S_BITER_EATING, 1, 3 }, /* very low precedence. biters tend to produce too much sound. */
120 /* channel2 sounds. */
121 { GD_S_DOOR_OPENING, 2, 10 },
122 { GD_S_DIRT_WALKING, 2, 10 },
123 { GD_S_EMPTY_WALKING, 2, 10 },
124 { GD_S_STIRRING, 2, 10 },
125 { GD_S_BOX_PUSHING, 2, 10 },
126 { GD_S_TELEPORTER, 2, 10 },
127 { GD_S_TIMEOUT_10, 2, 20 }, /* timeout sounds have increasing precedence so they are always started */
128 { GD_S_TIMEOUT_9, 2, 21 }, /* timeout sounds are examples which do not need "force restart" flag. */
129 { GD_S_TIMEOUT_8, 2, 22 },
130 { GD_S_TIMEOUT_7, 2, 23 },
131 { GD_S_TIMEOUT_6, 2, 24 },
132 { GD_S_TIMEOUT_5, 2, 25 },
133 { GD_S_TIMEOUT_4, 2, 26 },
134 { GD_S_TIMEOUT_3, 2, 27 },
135 { GD_S_TIMEOUT_2, 2, 28 },
136 { GD_S_TIMEOUT_1, 2, 29 },
137 { GD_S_TIMEOUT_0, 2, 150, GD_SP_FORCE },
138 { GD_S_EXPLODING, 2, 100, GD_SP_FORCE },
139 { GD_S_BOMB_EXPLODING, 2, 100, GD_SP_FORCE },
140 { GD_S_GHOST_EXPLODING, 2, 100, GD_SP_FORCE },
141 { GD_S_VOODOO_EXPLODING, 2, 100, GD_SP_FORCE },
142 { GD_S_NITRO_PACK_EXPLODING, 2, 100, GD_SP_FORCE },
143 { GD_S_BOMB_PLACING, 2, 10 },
144 { GD_S_FINISHED, 2, 15, GD_SP_FORCE | GD_SP_LOOPED }, /* precedence larger than normal, but smaller than timeout sounds */
145 { GD_S_SWITCH_BITER, 2, 10 },
146 { GD_S_SWITCH_CREATURES, 2, 10 },
147 { GD_S_SWITCH_GRAVITY, 2, 10 },
148 { GD_S_SWITCH_EXPANDING, 2, 10 },
149 { GD_S_SWITCH_CONVEYOR, 2, 10 },
150 { GD_S_SWITCH_REPLICATOR, 2, 10 },
152 /* channel 3 sounds. */
153 { GD_S_AMOEBA, 3, 30, GD_SP_LOOPED },
154 { GD_S_AMOEBA_MAGIC, 3, 40, GD_SP_LOOPED },
155 { GD_S_MAGIC_WALL, 3, 35, GD_SP_LOOPED },
156 { GD_S_COVERING, 3, 100, GD_SP_LOOPED },
157 { GD_S_PNEUMATIC_HAMMER, 3, 50, GD_SP_LOOPED },
158 { GD_S_WATER, 3, 20, GD_SP_LOOPED },
159 { GD_S_CRACKING, 3, 150 },
160 { GD_S_GRAVITY_CHANGING, 3, 60 },
163 /* the bonus life sound has nothing to do with the cave. */
164 /* playing on channel 4. */
165 { GD_S_BONUS_LIFE, 4, 0 },
175 static GdSound snd_playing[MAX_CHANNELS];
176 struct GdSoundInfo sound_info_to_play[MAX_CHANNELS];
177 struct GdSoundInfo sound_info_playing[MAX_CHANNELS];
179 static boolean gd_sound_is_looped(GdSound sound)
181 return (sound_flags[sound].flags & GD_SP_LOOPED) != 0;
184 static boolean gd_sound_force_start(GdSound sound)
186 return (sound_flags[sound].flags & GD_SP_FORCE) != 0;
189 static int gd_sound_get_channel(GdSound sound)
191 return sound_flags[sound].channel;
194 static int gd_sound_get_precedence(GdSound sound)
196 return sound_flags[sound].precedence;
199 static GdSound sound_playing(int channel)
201 struct GdSoundInfo *si = &sound_info_playing[channel];
203 // check if sound has finished playing
204 if (snd_playing[channel] != GD_S_NONE)
205 if (!isSoundPlaying_BD(si->element, si->sound))
206 snd_playing[channel] = GD_S_NONE;
208 return snd_playing[channel];
211 static void halt_channel(int channel)
213 struct GdSoundInfo *si = &sound_info_playing[channel];
216 if (isSoundPlaying_BD(si->element, si->sound))
217 printf("::: stop sound %d\n", si->sound);
220 if (isSoundPlaying_BD(si->element, si->sound))
221 StopSound_BD(si->element, si->sound);
223 snd_playing[channel] = GD_S_NONE;
226 static void play_channel_at_position(int channel)
228 struct GdSoundInfo *si = &sound_info_to_play[channel];
230 PlayLevelSound_BD(si->x, si->y, si->element, si->sound);
232 sound_info_playing[channel] = *si;
235 static void play_sound(int channel, GdSound sound)
237 /* channel 1 and channel 4 are used alternating */
238 /* channel 2 and channel 5 are used alternating */
239 static const GdSound diamond_sounds[] =
251 if (sound == GD_S_NONE)
254 /* change diamond falling random to a selected diamond falling sound. */
255 if (sound == GD_S_DIAMOND_RANDOM)
256 sound = diamond_sounds[g_random_int_range(0, G_N_ELEMENTS(diamond_sounds))];
258 /* channel 1 may have been changed to channel 4 above. */
260 if (!gd_sound_is_looped(sound))
261 halt_channel(channel);
263 play_channel_at_position(channel);
265 snd_playing[channel] = sound;
268 void gd_sound_init(void)
272 for (i = 0; i < MAX_CHANNELS; i++)
273 snd_playing[i] = GD_S_NONE;
276 void gd_sound_off(void)
280 /* stop all sounds. */
281 for (i = 0; i < G_N_ELEMENTS(snd_playing); i++)
285 void gd_sound_play_bonus_life(void)
287 // required to set extended sound information for native sound engine
288 gd_sound_play(NULL, GD_S_BONUS_LIFE, O_NONE, -1, -1);
290 // now play the sound directly (on non-standard sound channel)
291 play_sound(gd_sound_get_channel(GD_S_BONUS_LIFE), GD_S_BONUS_LIFE);
294 static void play_sounds(GdSound sound1, GdSound sound2, GdSound sound3)
296 /* CHANNEL 1 is for small sounds */
297 if (sound1 != GD_S_NONE)
299 /* start new sound if higher or same precedence than the one currently playing */
300 if (gd_sound_get_precedence(sound1) >= gd_sound_get_precedence(sound_playing(1)))
301 play_sound(1, sound1);
305 /* only interrupt looped sounds. non-looped sounds will go away automatically. */
306 if (gd_sound_is_looped(sound_playing(1)))
310 /* CHANNEL 2 is for walking, explosions */
311 /* if no sound requested, do nothing. */
312 if (sound2 != GD_S_NONE)
314 boolean play = FALSE;
316 /* always start if not currently playing a sound. */
317 if (sound_playing(2) == GD_S_NONE ||
318 gd_sound_force_start(sound2) ||
319 gd_sound_get_precedence(sound2) > gd_sound_get_precedence(sound_playing(2)))
322 /* if figured out to play: do it. */
323 /* (if the requested sound is looped, this is required to continue playing it) */
325 play_sound(2, sound2);
329 /* only interrupt looped sounds. non-looped sounds will go away automatically. */
330 if (gd_sound_is_looped(sound_playing(2)))
334 /* CHANNEL 3 is for crack sound, amoeba and magic wall. */
335 if (sound3 != GD_S_NONE)
339 /* if requests a non-looped sound, play that immediately.
340 that can be a crack sound, gravity change, new life, ... */
341 /* do not interrupt the previous sound, if it is non-looped.
342 later calls of this function will probably contain the same sound3,
343 and then it will be set. */
344 if (!gd_sound_is_looped(sound_playing(3)) &&
345 gd_sound_is_looped(sound3) &&
346 sound_playing(3) != GD_S_NONE)
349 /* if figured out to play: do it. */
351 play_sound(3, sound3);
355 /* sound3 = none, so interrupt sound requested. */
356 /* only interrupt looped sounds. non-looped sounds will go away automatically. */
357 if (gd_sound_is_looped(sound_playing(3)))
362 void gd_sound_play_cave(GdCave *cave)
364 play_sounds(cave->sound1, cave->sound2, cave->sound3);
367 static void gd_sound_info_to_play(int channel, int x, int y, int element, int sound)
369 struct GdSoundInfo *si = &sound_info_to_play[channel];
373 si->element = element;
377 /* plays sound in a cave */
378 void gd_sound_play(GdCave *cave, GdSound sound, GdElement element, int x, int y)
380 if (sound == GD_S_NONE)
383 // do not play sounds when fast-forwarding until player hatched
384 if (setup.bd_skip_hatching && !game_bd.game->cave->hatched &&
385 game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
388 // when using native sound engine or if no position specified, use middle screen position
389 if (game.use_native_bd_sound_engine || (x == -1 && y == -1))
391 x = get_play_area_w() / 2 + get_scroll_x();
392 y = get_play_area_h() / 2 + get_scroll_y();
395 if (!game.use_native_bd_sound_engine)
397 // when not using native sound engine, just play the sound
398 PlayLevelSound_BD(x, y, element, sound);
403 GdSound *s = &sound; // use reliable default value
404 int channel = gd_sound_get_channel(sound);
408 case 1: s = &cave->sound1; break;
409 case 2: s = &cave->sound2; break;
410 case 3: s = &cave->sound3; break;
414 if (gd_sound_get_precedence(sound) >= gd_sound_get_precedence(*s))
419 // set extended sound information for native sound engine
420 gd_sound_info_to_play(channel, x, y, element, sound);