{ NULL, 0, 0 },
};
static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
-static boolean is_loop_sound[NUM_SOUND_EFFECTS];
+static boolean is_loop_sound[NUM_SOUND_CONFIG_ENTRIES];
#define IS_LOOP_SOUND(x) (is_loop_sound[x])
void InitGameSound()
{
- int sound_effect_properties[NUM_SOUND_EFFECTS];
+ int sound_effect_properties[NUM_SOUND_CONFIG_ENTRIES];
int i, j;
#if 0
for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
element_action_sound[j][i] = -1;
- for (i=0; i<NUM_SOUND_EFFECTS; i++)
+ for (i=0; i<NUM_SOUND_CONFIG_ENTRIES; i++)
{
- int len_effect_text = strlen(sound_effects[i].text);
+ int len_effect_text = strlen(sound_config[i].token);
sound_effect_properties[i] = SND_ACTION_UNKNOWN;
is_loop_sound[i] = FALSE;
int len_action_text = strlen(sound_action_properties[j].text);
if (len_action_text < len_effect_text &&
- strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
+ strcmp(&sound_config[i].token[len_effect_text - len_action_text],
sound_action_properties[j].text) == 0)
{
sound_effect_properties[i] = sound_action_properties[j].value;
int len_class_text = strlen(element_info[j].sound_class_name);
if (len_class_text + 1 < len_effect_text &&
- strncmp(sound_effects[i].text,
+ strncmp(sound_config[i].token,
element_info[j].sound_class_name, len_class_text) == 0 &&
- sound_effects[i].text[len_class_text] == '.')
+ sound_config[i].token[len_class_text] == '.')
{
int sound_action_value = sound_effect_properties[i];
void PlaySoundLevel(int x, int y, int nr)
{
- static int loop_sound_frame[NUM_SOUND_EFFECTS];
- static int loop_sound_volume[NUM_SOUND_EFFECTS];
+ static int loop_sound_frame[NUM_SOUND_CONFIG_ENTRIES];
+ static int loop_sound_volume[NUM_SOUND_CONFIG_ENTRIES];
int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo_position;
int max_distance = 8;