+boolean LoadSound(char *sound_name)
+{
+ return LoadSoundExt(sound_name, FALSE);
+}
+
+boolean LoadMod(char *mod_name)
+{
+ struct SampleInfo *mod_info;
+ char filename[256];
+
+ num_mods++;
+ Mod = checked_realloc(Mod, num_mods * sizeof(struct SampleInfo));
+
+ mod_info = &Mod[num_mods - 1];
+ mod_info->name = mod_name;
+
+ sprintf(filename, "%s/%s/%s", options.ro_base_directory,
+ MUSIC_DIRECTORY, mod_info->name);
+
+#if defined(TARGET_SDL)
+ if ((mod_info->mix_music = Mix_LoadMUS(filename)) == NULL)
+ {
+ Error(ERR_WARN, "cannot read music file '%s' - no sounds", filename);
+ return FALSE;
+ }
+#endif
+
+ audio.mods_available = TRUE;
+
+ return TRUE;
+}
+
+int LoadMusic(void)
+{
+ DIR *dir;
+ struct dirent *dir_entry;
+ char *music_directory = getPath2(options.ro_base_directory, MUSIC_DIRECTORY);
+
+ num_music = 0;
+
+ if ((dir = opendir(music_directory)) == NULL)
+ {
+ Error(ERR_WARN, "cannot read music directory '%s'", music_directory);
+ audio.music_available = FALSE;
+ free(music_directory);
+ return 0;
+ }
+
+ while ((dir_entry = readdir(dir)) != NULL) /* loop until last dir entry */
+ {
+ char *filename = dir_entry->d_name;
+
+ if (strlen(filename) > 4 &&
+ strcmp(&filename[strlen(filename) - 4], ".wav") == 0)
+ {
+ if (!LoadSoundExt(filename, TRUE))
+ {
+ audio.music_available = FALSE;
+ free(music_directory);
+ return num_music;
+ }
+
+ num_music++;
+ }
+ else if (strlen(filename) > 4 &&
+ (strcmp(&filename[strlen(filename) - 4], ".mod") == 0 ||
+ strcmp(&filename[strlen(filename) - 4], ".MOD") == 0 ||
+ strncmp(filename, "mod.", 4) == 0 ||
+ strncmp(filename, "MOD.", 4) == 0))
+ {
+ if (!LoadMod(filename))
+ {
+ audio.music_available = FALSE;
+ free(music_directory);
+ return num_music;
+ }
+
+ num_music++;
+ }
+ }
+
+ closedir(dir);
+
+ if (num_music == 0)
+ Error(ERR_WARN, "cannot find any valid music files in directory '%s'",
+ music_directory);
+
+ free(music_directory);
+
+ if (num_mods > 0)
+ num_music = num_mods;
+
+ return num_music;
+}
+
+void PlayMusic(int nr)
+{
+ if (!audio.music_available)
+ return;
+
+ if (num_mods == 0)
+ nr = num_sounds - num_music + nr;
+
+#if defined(TARGET_SDL)
+ if (audio.mods_available)
+ {
+ Mix_VolumeMusic(SOUND_MAX_VOLUME);
+ Mix_PlayMusic(Mod[nr].mix_music, -1);
+ }
+ else /* play music loop */
+ {
+ Mix_Volume(audio.music_channel, SOUND_MAX_VOLUME);
+ Mix_PlayChannel(audio.music_channel, Sound[nr].mix_chunk, -1);
+ }
+#else
+ audio.music_nr = nr;
+ PlaySoundLoop(nr);
+#endif
+}
+