* handle sounds in emerald mine
*/
-#include "game_em.h"
+#include "main_em.h"
#if defined(AUDIO_UNIX_NATIVE)
#include <soundcard.h>
#endif
-#include "global.h"
-#include "sample.h"
-
static char audioname[] = "/dev/audio";
static const int sound_priority[SAMPLE_MAX] =
{
- SAMPLE_exit, SAMPLE_die, SAMPLE_time, SAMPLE_boom, SAMPLE_tick,
- SAMPLE_collect, SAMPLE_roll, SAMPLE_push, SAMPLE_dynamite, SAMPLE_press,
- SAMPLE_door, SAMPLE_dirt, SAMPLE_blank, SAMPLE_android, SAMPLE_ball,
- SAMPLE_grow, SAMPLE_squash, SAMPLE_crack, SAMPLE_slurp, SAMPLE_drip,
- SAMPLE_wonder, SAMPLE_wheel, SAMPLE_stone, SAMPLE_spring, SAMPLE_diamond,
- SAMPLE_nut, SAMPLE_bug, SAMPLE_tank, SAMPLE_eater, SAMPLE_alien,
+ SAMPLE_exit_open,
+ SAMPLE_exit_leave,
+ SAMPLE_die,
+ SAMPLE_time,
+ SAMPLE_boom,
+ SAMPLE_tick,
+ SAMPLE_collect,
+ SAMPLE_roll,
+ SAMPLE_push,
+ SAMPLE_dynamite,
+ SAMPLE_press,
+ SAMPLE_door,
+ SAMPLE_dirt,
+ SAMPLE_blank,
+ SAMPLE_android_clone,
+ SAMPLE_android_move,
+ SAMPLE_ball,
+ SAMPLE_grow,
+ SAMPLE_squash,
+ SAMPLE_wonderfall,
+ SAMPLE_crack,
+ SAMPLE_slurp,
+ SAMPLE_drip,
+ SAMPLE_wonder,
+ SAMPLE_wheel,
+ SAMPLE_stone,
+ SAMPLE_spring,
+ SAMPLE_diamond,
+ SAMPLE_nut,
+ SAMPLE_bug,
+ SAMPLE_tank,
+ SAMPLE_eater,
+ SAMPLE_eater_eat,
+ SAMPLE_alien,
SAMPLE_acid
};
{
/* pick sounds to play, if any */
- if (sound_play[SAMPLE_exit] || sound_play[SAMPLE_die])
+ if (sound_play[SAMPLE_exit_open] ||
+ sound_play[SAMPLE_exit_leave] ||
+ sound_play[SAMPLE_die])
sound_play[SAMPLE_boom] = 0; /* no explosions if player goes home */
mix_count = 0;
free(audio_buffer);
if (mix_buffer)
free(mix_buffer);
+
goto loop; /* back to top */
fail: