{
switch (sample)
{
- case GD_S_STONE:
- case GD_S_NUT:
- case GD_S_DIRT_BALL:
- case GD_S_NITRO_PACK:
- case GD_S_FALLING_WALL:
+ 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_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_STIRRING:
return ACTION_ACTIVATING;
- case GD_S_BOX_PUSHING:
- return ACTION_PUSHING;
-
case GD_S_TELEPORTER:
return ACTION_PASSING;
case GD_S_COVERING:
case GD_S_AMOEBA:
- case GD_S_AMOEBA_MAGIC:
case GD_S_MAGIC_WALL:
case GD_S_PNEUMATIC_HAMMER:
case GD_S_WATER:
return ACTION_ACTIVE;
- case GD_S_DIAMOND_RANDOM:
- case GD_S_DIAMOND_1:
- case GD_S_DIAMOND_2:
- case GD_S_DIAMOND_3:
- case GD_S_DIAMOND_4:
- case GD_S_DIAMOND_5:
- case GD_S_DIAMOND_6:
- case GD_S_DIAMOND_7:
- case GD_S_DIAMOND_8:
+ 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_9:
case GD_S_TIMEOUT_10:
case GD_S_BONUS_LIFE:
- // kludge to prevent playing as loop sound
+ // 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:
sound_action != ACTION_DEFAULT)
return sound_effect;
- // special sounds
+ // special post-processing for some sounds
switch (sample)
{
- case GD_S_DIAMOND_RANDOM:
- nr = GetSimpleRandom(8);
- sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+ 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_BD_DIAMOND_FALLING_RANDOM_1 + nr;
if (getSoundInfoEntryFilename(sound_effect) == NULL)
- sound_effect = SND_BD_DIAMOND_IMPACT;
+ sound_effect = SND_BD_DIAMOND_FALLING;
break;
- case GD_S_DIAMOND_1:
- case GD_S_DIAMOND_2:
- case GD_S_DIAMOND_3:
- case GD_S_DIAMOND_4:
- case GD_S_DIAMOND_5:
- case GD_S_DIAMOND_6:
- case GD_S_DIAMOND_7:
- case GD_S_DIAMOND_8:
- nr = sample - GD_S_DIAMOND_1;
+ 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_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
if (getSoundInfoEntryFilename(sound_effect) == NULL)
sound_effect = SND_BD_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_BD_FLYING_DIAMOND_FALLING_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BD_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_BD_FLYING_DIAMOND_IMPACT_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BD_FLYING_DIAMOND_IMPACT;
+ break;
+
case GD_S_TIMEOUT_0:
case GD_S_TIMEOUT_1:
case GD_S_TIMEOUT_2:
sound_effect = SND_GAME_RUNNING_OUT_OF_TIME;
break;
- case GD_S_FINISHED:
- sound_effect = SND_GAME_LEVELTIME_BONUS;
- break;
-
case GD_S_BONUS_LIFE:
sound_effect = SND_GAME_HEALTH_BONUS;
break;
+ case GD_S_AMOEBA_MAGIC:
+ sound_effect = SND_BD_AMOEBA_OTHER;
+ break;
+
+ case GD_S_FINISHED:
+ sound_effect = SND_GAME_LEVELTIME_BONUS;
+ break;
+
default:
sound_effect = SND_UNDEFINED;
break;
int x = xx - offset;
int y = yy - offset;
- if (sound_action == ACTION_OTHER)
+ // 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)