#include <dirent.h>
#include <signal.h>
#include <math.h>
+#include <errno.h>
#include "platform.h"
#define SAME_SOUND_NR(x,y) ((x).nr == (y).nr)
#define SAME_SOUND_DATA(x,y) ((x).data_ptr == (y).data_ptr)
+#define SOUND_VOLUME_FROM_PERCENT(v,p) ((p) < 0 ? SOUND_MIN_VOLUME : \
+ (p) > 100 ? (v) : \
+ (p) * (v) / 100)
+
+#define SOUND_VOLUME_SIMPLE(v) SOUND_VOLUME_FROM_PERCENT(v, setup.volume_simple)
+#define SOUND_VOLUME_LOOPS(v) SOUND_VOLUME_FROM_PERCENT(v, setup.volume_loops)
+#define SOUND_VOLUME_MUSIC(v) SOUND_VOLUME_FROM_PERCENT(v, setup.volume_music)
+
+#define SETUP_SOUND_VOLUME(v,s) ((s) == SND_CTRL_PLAY_MUSIC ? \
+ SOUND_VOLUME_MUSIC(v) : \
+ (s) == SND_CTRL_PLAY_LOOP ? \
+ SOUND_VOLUME_LOOPS(v) : \
+ SOUND_VOLUME_SIMPLE(v))
+
+
#if defined(AUDIO_UNIX_NATIVE)
struct SoundHeader_WAV
{
/* Mix_VolumeMusic() must be called _after_ Mix_PlayMusic() --
this looks like a bug in the SDL_mixer library */
Mix_PlayMusic(mixer[audio.music_channel].data_ptr, -1);
- Mix_VolumeMusic(SOUND_MAX_VOLUME);
+ Mix_VolumeMusic(mixer[audio.music_channel].volume);
}
#endif
}
for (i = 0; i < audio.num_channels; i++)
{
- void *sample_ptr;
+ // void *sample_ptr;
int sample_len;
int sample_pos;
int sample_size;
}
/* pointer, lenght and actual playing position of sound sample */
- sample_ptr = mixer[i].data_ptr;
+ // sample_ptr = mixer[i].data_ptr;
sample_len = mixer[i].data_len;
sample_pos = mixer[i].playing_pos;
sample_size = MIN(max_sample_size, sample_len - sample_pos);
}
/* finally play the sound fragment */
- write(audio.device_fd, playing_buffer, fragment_size);
+ if (write(audio.device_fd, playing_buffer, fragment_size) == -1)
+ Error(ERR_WARN, "write() failed; %s", strerror(errno));
if (!mixer_active_channels)
CloseAudioDevice(&audio.device_fd);
audio.sound_deactivated)
return;
+ volume = SETUP_SOUND_VOLUME(volume, state);
+
if (volume < SOUND_MIN_VOLUME)
volume = SOUND_MIN_VOLUME;
else if (volume > SOUND_MAX_VOLUME)