#define DX_TIME (DX + XX_TIME)
#define DY_TIME (DY + YY_TIME)
-#if 0
-#define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \
- (s) == SND_BD_BUTTERFLY_MOVING || \
- (s) == SND_BD_FIREFLY_MOVING || \
- (s) == SND_SP_SNIKSNAK_MOVING || \
- (s) == SND_SP_ELECTRON_MOVING || \
- (s) == SND_DYNAMITE_BURNING || \
- (s) == SND_BUG_MOVING || \
- (s) == SND_SPACESHIP_MOVING || \
- (s) == SND_YAMYAM_MOVING || \
- (s) == SND_YAMYAM_WAITING || \
- (s) == SND_ROBOT_WHEEL_RUNNING || \
- (s) == SND_MAGIC_WALL_RUNNING || \
- (s) == SND_BALLOON_MOVING || \
- (s) == SND_MOLE_MOVING || \
- (s) == SND_TIMEGATE_WHEEL_RUNNING || \
- (s) == SND_CONVEYOR_BELT_RUNNING || \
- (s) == SND_DYNABOMB_BURNING || \
- (s) == SND_PACMAN_MOVING || \
- (s) == SND_PENGUIN_MOVING || \
- (s) == SND_PIG_MOVING || \
- (s) == SND_DRAGON_MOVING || \
- (s) == SND_DRAGON_BREATHING_FIRE)
-#endif
-
/* values for player movement speed (which is in fact a delay value) */
#define MOVE_DELAY_NORMAL_SPEED 8
#define MOVE_DELAY_HIGH_SPEED 4
OpenDoor(DOOR_OPEN_ALL);
- PlaySoundStereo(SND_GAME_STARTING, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
if (setup.sound_music)
PlayMusic(level_nr);
local_player->LevelSolved = FALSE;
- PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
if (TimeLeft)
{
if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
SND_CTRL_PLAY_LOOP);
while (TimeLeft > 0)
{
if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
if (TimeLeft > 0 && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimeLeft > 100 && !(TimeLeft % 10))
else if (level.time == 0) /* level without time limit */
{
if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
SND_CTRL_PLAY_LOOP);
while (TimePlayed < 999)
{
if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
if (TimePlayed < 999 && !(TimePlayed % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimePlayed < 900 && !(TimePlayed % 10))
int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+
+ if (!(FrameCounter % 2))
+ PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
}
}
else if (element == EL_SP_TERMINAL_ACTIVE)
DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
else if (IS_BELT(element))
- {
DrawBeltAnimation(x, y, element);
- if (!(FrameCounter % 2))
- PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
- }
else if (element == EL_SWITCHGATE_OPENING)
OpenSwitchgate(x, y);
else if (element == EL_SWITCHGATE_CLOSING)
TimeLeft--;
if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
TimeLeft += 10;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
}
- PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
break;
case EL_SHIELD_PASSIVE:
return MF_NO_ACTION;
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
break;
case EL_FELSBROCKEN:
TimeLeft += 10;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
DrawLevelField(x, y);
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
return MF_ACTION;
break;
{
int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo_position;
- int silence_distance = 8;
+ int max_distance = 8;
int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
return;
if (!IN_LEV_FIELD(x, y) ||
- sx < -silence_distance || sx >= SCR_FIELDX + silence_distance ||
- sy < -silence_distance || sy >= SCR_FIELDY + silence_distance)
+ sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
+ sy < -max_distance || sy >= SCR_FIELDY + max_distance)
return;
- volume = PSND_MAX_VOLUME;
-
-#if !defined(PLATFORM_MSDOS)
- stereo_position = (sx - SCR_FIELDX / 2) * 12;
-#else
- stereo_position = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
- if (stereo_position > PSND_MAX_RIGHT)
- stereo_position = PSND_MAX_RIGHT;
- if (stereo_position < PSND_MAX_LEFT)
- stereo_position = PSND_MAX_LEFT;
-#endif
+ volume = SOUND_MAX_VOLUME;
if (!IN_SCR_FIELD(sx, sy))
{
- int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
- int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
+ int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
+ int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
- volume -= volume * (dx > dy ? dx : dy) / silence_distance;
+ volume -= volume * (dx > dy ? dx : dy) / max_distance;
}
+ stereo_position = (SOUND_MAX_LEFT +
+ (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
+ (SCR_FIELDX + 2 * max_distance));
+
PlaySoundExt(nr, volume, stereo_position, type);
}