+static int getSoundAction_BD(int sample)
+{
+ switch (sample)
+ {
+ case GD_S_STONE_PUSHING:
+ case GD_S_MEGA_STONE_PUSHING:
+ case GD_S_FLYING_STONE_PUSHING:
+ case GD_S_WAITING_STONE_PUSHING:
+ case GD_S_CHASING_STONE_PUSHING:
+ case GD_S_NUT_PUSHING:
+ case GD_S_NITRO_PACK_PUSHING:
+ case GD_S_BLADDER_PUSHING:
+ case GD_S_BOX_PUSHING:
+ return ACTION_PUSHING;
+
+ case GD_S_STONE_FALLING:
+ case GD_S_MEGA_STONE_FALLING:
+ case GD_S_FLYING_STONE_FALLING:
+ case GD_S_NUT_FALLING:
+ case GD_S_DIRT_BALL_FALLING:
+ case GD_S_DIRT_LOOSE_FALLING:
+ case GD_S_NITRO_PACK_FALLING:
+ case GD_S_FALLING_WALL_FALLING:
+ return ACTION_FALLING;
+
+ case GD_S_STONE_IMPACT:
+ case GD_S_MEGA_STONE_IMPACT:
+ case GD_S_FLYING_STONE_IMPACT:
+ case GD_S_NUT_IMPACT:
+ case GD_S_DIRT_BALL_IMPACT:
+ case GD_S_DIRT_LOOSE_IMPACT:
+ case GD_S_NITRO_PACK_IMPACT:
+ case GD_S_FALLING_WALL_IMPACT:
+ return ACTION_IMPACT;
+
+ case GD_S_NUT_CRACKING:
+ return ACTION_BREAKING;
+
+ case GD_S_EXPANDING_WALL:
+ case GD_S_WALL_REAPPEARING:
+ case GD_S_SLIME:
+ case GD_S_LAVA:
+ case GD_S_ACID_SPREADING:
+ return ACTION_GROWING;
+
+ case GD_S_DIAMOND_COLLECTING:
+ case GD_S_FLYING_DIAMOND_COLLECTING:
+ case GD_S_SKELETON_COLLECTING:
+ case GD_S_PNEUMATIC_COLLECTING:
+ case GD_S_BOMB_COLLECTING:
+ case GD_S_CLOCK_COLLECTING:
+ case GD_S_SWEET_COLLECTING:
+ case GD_S_KEY_COLLECTING:
+ case GD_S_DIAMOND_KEY_COLLECTING:
+ return ACTION_COLLECTING;
+
+ case GD_S_BOMB_PLACING:
+ case GD_S_REPLICATOR:
+ return ACTION_DROPPING;
+
+ case GD_S_BLADDER_MOVING:
+ return ACTION_MOVING;
+
+ case GD_S_BLADDER_SPENDER:
+ case GD_S_BLADDER_CONVERTING:
+ case GD_S_GRAVITY_CHANGING:
+ return ACTION_CHANGING;
+
+ case GD_S_BITER_EATING:
+ return ACTION_EATING;
+
+ case GD_S_DOOR_OPENING:
+ case GD_S_CRACKING:
+ return ACTION_OPENING;
+
+ case GD_S_DIRT_WALKING:
+ return ACTION_DIGGING;
+
+ case GD_S_EMPTY_WALKING:
+ return ACTION_WALKING;
+
+ case GD_S_SWITCH_BITER:
+ case GD_S_SWITCH_CREATURES:
+ case GD_S_SWITCH_GRAVITY:
+ case GD_S_SWITCH_EXPANDING:
+ case GD_S_SWITCH_CONVEYOR:
+ case GD_S_SWITCH_REPLICATOR:
+ case GD_S_STIRRING:
+ return ACTION_ACTIVATING;
+
+ case GD_S_TELEPORTER:
+ return ACTION_PASSING;
+
+ case GD_S_EXPLODING:
+ case GD_S_BOMB_EXPLODING:
+ case GD_S_GHOST_EXPLODING:
+ case GD_S_VOODOO_EXPLODING:
+ case GD_S_NITRO_PACK_EXPLODING:
+ return ACTION_EXPLODING;
+
+ case GD_S_COVERING:
+ case GD_S_AMOEBA:
+ case GD_S_MAGIC_WALL:
+ case GD_S_PNEUMATIC_HAMMER:
+ case GD_S_WATER:
+ return ACTION_ACTIVE;
+
+ case GD_S_DIAMOND_FALLING_RANDOM:
+ case GD_S_DIAMOND_FALLING_1:
+ case GD_S_DIAMOND_FALLING_2:
+ case GD_S_DIAMOND_FALLING_3:
+ case GD_S_DIAMOND_FALLING_4:
+ case GD_S_DIAMOND_FALLING_5:
+ case GD_S_DIAMOND_FALLING_6:
+ case GD_S_DIAMOND_FALLING_7:
+ case GD_S_DIAMOND_FALLING_8:
+ case GD_S_DIAMOND_IMPACT_RANDOM:
+ case GD_S_DIAMOND_IMPACT_1:
+ case GD_S_DIAMOND_IMPACT_2:
+ case GD_S_DIAMOND_IMPACT_3:
+ case GD_S_DIAMOND_IMPACT_4:
+ case GD_S_DIAMOND_IMPACT_5:
+ case GD_S_DIAMOND_IMPACT_6:
+ case GD_S_DIAMOND_IMPACT_7:
+ case GD_S_DIAMOND_IMPACT_8:
+ case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
+ case GD_S_FLYING_DIAMOND_FALLING_1:
+ case GD_S_FLYING_DIAMOND_FALLING_2:
+ case GD_S_FLYING_DIAMOND_FALLING_3:
+ case GD_S_FLYING_DIAMOND_FALLING_4:
+ case GD_S_FLYING_DIAMOND_FALLING_5:
+ case GD_S_FLYING_DIAMOND_FALLING_6:
+ case GD_S_FLYING_DIAMOND_FALLING_7:
+ case GD_S_FLYING_DIAMOND_FALLING_8:
+ case GD_S_FLYING_DIAMOND_IMPACT_RANDOM:
+ case GD_S_FLYING_DIAMOND_IMPACT_1:
+ case GD_S_FLYING_DIAMOND_IMPACT_2:
+ case GD_S_FLYING_DIAMOND_IMPACT_3:
+ case GD_S_FLYING_DIAMOND_IMPACT_4:
+ case GD_S_FLYING_DIAMOND_IMPACT_5:
+ case GD_S_FLYING_DIAMOND_IMPACT_6:
+ case GD_S_FLYING_DIAMOND_IMPACT_7:
+ case GD_S_FLYING_DIAMOND_IMPACT_8:
+ case GD_S_TIMEOUT_0:
+ case GD_S_TIMEOUT_1:
+ case GD_S_TIMEOUT_2:
+ case GD_S_TIMEOUT_3:
+ case GD_S_TIMEOUT_4:
+ case GD_S_TIMEOUT_5:
+ case GD_S_TIMEOUT_6:
+ case GD_S_TIMEOUT_7:
+ case GD_S_TIMEOUT_8:
+ case GD_S_TIMEOUT_9:
+ case GD_S_TIMEOUT_10:
+ case GD_S_BONUS_LIFE:
+ // trigger special post-processing (and force sound to be non-looping)
+ return ACTION_OTHER;
+
+ case GD_S_AMOEBA_MAGIC:
+ case GD_S_FINISHED:
+ // trigger special post-processing (and force sound to be looping)
+ return ACTION_DEFAULT;
+
+ default:
+ return ACTION_DEFAULT;
+ }
+}
+
+static int getSoundEffect_BD(int element_bd, int sample)
+{
+ int sound_action = getSoundAction_BD(sample);
+ int sound_effect = element_info[SND_ELEMENT(element_bd)].sound[sound_action];
+ int nr;
+
+ // standard sounds
+ if (sound_action != ACTION_OTHER &&
+ sound_action != ACTION_DEFAULT)
+ return sound_effect;
+
+ // special post-processing for some sounds
+ switch (sample)
+ {
+ case GD_S_DIAMOND_FALLING_RANDOM:
+ case GD_S_DIAMOND_FALLING_1:
+ case GD_S_DIAMOND_FALLING_2:
+ case GD_S_DIAMOND_FALLING_3:
+ case GD_S_DIAMOND_FALLING_4:
+ case GD_S_DIAMOND_FALLING_5:
+ case GD_S_DIAMOND_FALLING_6:
+ case GD_S_DIAMOND_FALLING_7:
+ case GD_S_DIAMOND_FALLING_8:
+ nr = (sample == GD_S_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
+ sample - GD_S_DIAMOND_FALLING_1);
+ sound_effect = SND_BDX_DIAMOND_FALLING_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BDX_DIAMOND_FALLING;
+ break;
+
+ case GD_S_DIAMOND_IMPACT_RANDOM:
+ case GD_S_DIAMOND_IMPACT_1:
+ case GD_S_DIAMOND_IMPACT_2:
+ case GD_S_DIAMOND_IMPACT_3:
+ case GD_S_DIAMOND_IMPACT_4:
+ case GD_S_DIAMOND_IMPACT_5:
+ case GD_S_DIAMOND_IMPACT_6:
+ case GD_S_DIAMOND_IMPACT_7:
+ case GD_S_DIAMOND_IMPACT_8:
+ nr = (sample == GD_S_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
+ sample - GD_S_DIAMOND_IMPACT_1);
+ sound_effect = SND_BDX_DIAMOND_IMPACT_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BDX_DIAMOND_IMPACT;
+ break;
+
+ case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
+ case GD_S_FLYING_DIAMOND_FALLING_1:
+ case GD_S_FLYING_DIAMOND_FALLING_2:
+ case GD_S_FLYING_DIAMOND_FALLING_3:
+ case GD_S_FLYING_DIAMOND_FALLING_4:
+ case GD_S_FLYING_DIAMOND_FALLING_5:
+ case GD_S_FLYING_DIAMOND_FALLING_6:
+ case GD_S_FLYING_DIAMOND_FALLING_7:
+ case GD_S_FLYING_DIAMOND_FALLING_8:
+ nr = (sample == GD_S_FLYING_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
+ sample - GD_S_FLYING_DIAMOND_FALLING_1);
+ sound_effect = SND_BDX_FLYING_DIAMOND_FALLING_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BDX_FLYING_DIAMOND_FALLING;
+ break;
+
+ case GD_S_FLYING_DIAMOND_IMPACT_RANDOM:
+ case GD_S_FLYING_DIAMOND_IMPACT_1:
+ case GD_S_FLYING_DIAMOND_IMPACT_2:
+ case GD_S_FLYING_DIAMOND_IMPACT_3:
+ case GD_S_FLYING_DIAMOND_IMPACT_4:
+ case GD_S_FLYING_DIAMOND_IMPACT_5:
+ case GD_S_FLYING_DIAMOND_IMPACT_6:
+ case GD_S_FLYING_DIAMOND_IMPACT_7:
+ case GD_S_FLYING_DIAMOND_IMPACT_8:
+ nr = (sample == GD_S_FLYING_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
+ sample - GD_S_FLYING_DIAMOND_IMPACT_1);
+ sound_effect = SND_BDX_FLYING_DIAMOND_IMPACT_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BDX_FLYING_DIAMOND_IMPACT;
+ break;
+
+ case GD_S_TIMEOUT_0:
+ case GD_S_TIMEOUT_1:
+ case GD_S_TIMEOUT_2:
+ case GD_S_TIMEOUT_3:
+ case GD_S_TIMEOUT_4:
+ case GD_S_TIMEOUT_5:
+ case GD_S_TIMEOUT_6:
+ case GD_S_TIMEOUT_7:
+ case GD_S_TIMEOUT_8:
+ case GD_S_TIMEOUT_9:
+ case GD_S_TIMEOUT_10:
+ nr = sample - GD_S_TIMEOUT_0;
+ sound_effect = SND_GAME_RUNNING_OUT_OF_TIME_0 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL && sample != GD_S_TIMEOUT_0)
+ sound_effect = SND_GAME_RUNNING_OUT_OF_TIME;
+ break;
+
+ case GD_S_BONUS_LIFE:
+ sound_effect = SND_GAME_HEALTH_BONUS;
+ break;
+
+ case GD_S_AMOEBA_MAGIC:
+ sound_effect = SND_BDX_AMOEBA_1_OTHER;
+ break;
+
+ case GD_S_FINISHED:
+ sound_effect = SND_GAME_LEVELTIME_BONUS;
+ break;
+
+ default:
+ sound_effect = SND_UNDEFINED;
+ break;
+ }
+
+ return sound_effect;
+}
+
+void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample)
+{
+ int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0);
+ int sound_effect = getSoundEffect_BD(element, sample);
+ int sound_action = getSoundAction_BD(sample);
+ boolean is_loop_sound = IS_LOOP_SOUND(sound_effect);
+ int offset = 0;
+ int x = xx - offset;
+ int y = yy - offset;
+
+ // some sound actions are always looping in native BD game engine
+ if (sound_action == ACTION_DEFAULT)
+ is_loop_sound = TRUE;
+
+ // some sound actions are always non-looping in native BD game engine
+ if (sound_action == ACTION_FALLING ||
+ sound_action == ACTION_MOVING ||
+ sound_action == ACTION_OTHER)
+ is_loop_sound = FALSE;
+
+ if (sound_effect != SND_UNDEFINED)
+ PlayLevelSoundExt(x, y, sound_effect, is_loop_sound);
+}
+
+void StopSound_BD(int element_bd, int sample)
+{
+ int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0);
+ int sound_effect = getSoundEffect_BD(element, sample);
+
+ if (sound_effect != SND_UNDEFINED)
+ StopSound(sound_effect);
+}
+
+boolean isSoundPlaying_BD(int element_bd, int sample)
+{
+ int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0);
+ int sound_effect = getSoundEffect_BD(element, sample);
+
+ if (sound_effect != SND_UNDEFINED)
+ return isSoundPlaying(sound_effect);
+
+ return FALSE;
+}
+