int anim_nr;
int mode_nr;
+ int sound;
int graphic;
+
struct GraphicInfo graphic_info;
struct GraphicInfo control_info;
{
int i, m, a, p;
int mode_nr, anim_nr, part_nr;
- int graphic, control;
+ int sound, graphic, control;
anim_sync_frame = 0;
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ sound = global_anim_info[a].sound[p][m];
graphic = global_anim_info[a].graphic[p][m];
control = global_anim_info[ctrl_id].graphic[p][m];
m, a, p, mode_nr, anim_nr, part_nr, control);
#endif
+#if 0
+ printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
+ m, a, p, mode_nr, anim_nr, part_nr, sound);
+#endif
+
part->nr = part_nr;
part->anim_nr = anim_nr;
part->mode_nr = mode_nr;
+ part->sound = sound;
part->graphic = graphic;
part->graphic_info = graphic_info[graphic];
part->control_info = graphic_info[control];
return changed;
}
+void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
+{
+ int sound = part->sound;
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+ return;
+
+ // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
+ if (IS_LOOP_SOUND(sound))
+ PlaySoundLoop(sound);
+ else
+ PlaySound(sound);
+
+#if 0
+ printf("::: PLAY %d.%d.%d: %d\n",
+ part->anim_nr, part->nr, part->mode_nr, sound);
+#endif
+}
+
+void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
+{
+ int sound = part->sound;
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ StopSound(sound);
+
+#if 0
+ printf("::: STOP %d.%d.%d: %d\n",
+ part->anim_nr, part->nr, part->mode_nr, sound);
+#endif
+}
+
int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
{
struct GraphicInfo *g = &part->graphic_info;
part->step_xoffset = c->step_xoffset;
if (c->step_yoffset != ARG_UNDEFINED_VALUE)
part->step_yoffset = c->step_yoffset;
+
+ if (part->init_delay_counter == 0)
+ PlayGlobalAnimSound(part);
}
if (part->init_delay_counter > 0)
{
part->init_delay_counter--;
+ if (part->init_delay_counter == 0)
+ PlayGlobalAnimSound(part);
+
return ANIM_STATE_WAITING;
}
if (part->post_delay_counter > 0)
return ANIM_STATE_RUNNING;
+ StopGlobalAnimSound(part);
+
return ANIM_STATE_RESTART;
}
}
if (part->post_delay_counter > 0)
return ANIM_STATE_RUNNING;
+ StopGlobalAnimSound(part);
+
// additional state "RUNNING" required to not skip drawing last frame
return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
}
{
part->post_delay_counter--;
+ if (part->post_delay_counter == 0)
+ StopGlobalAnimSound(part);
+
if (part->post_delay_counter == 0)
return ANIM_STATE_RESTART;
case ANIM_STOP:
anim->state = ANIM_STATE_INACTIVE;
+ {
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
+ int i;
+
+ for (i = 0; i < num_parts; i++)
+ StopGlobalAnimSound(&anim->part[i]);
+ }
+
return;
default: