Cosmos/Demos/zMachine/Frotz.Net/source/Desktop/FrotzBase/Frotz/Generic/sound.cs

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5.5 KiB
C#

/* sound.c - Sound effect function
* Copyright (c) 1995-1997 Stefan Jokisch
*
* This file is part of Frotz.
*
* Frotz is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* Frotz is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
using zbyte = System.Byte;
using zword = System.UInt16;
using Frotz.Constants;
namespace Frotz.Generic
{
internal static class Sound
{
const int EFFECT_PREPARE = 1;
const int EFFECT_PLAY = 2;
const int EFFECT_STOP = 3;
const int EFFECT_FINISH_WITH = 4;
static int next_sample = 0;
static int next_volume = 0;
private static bool locked = false;
private static bool playing = false;
static zbyte[] lh_repeats = {
0x00, 0x00, 0x00, 0x01, 0xff,
0x00, 0x01, 0x01, 0x01, 0x01,
0xff, 0x01, 0x01, 0xff, 0x00,
0xff, 0xff, 0xff, 0xff, 0xff
};
/*
* init_sound
*
* Initialize sound variables.
*
*/
internal static void init_sound()
{
locked = false;
playing = false;
}
/*
* start_sample
*
* Call the IO interface to play a sample.
*
*/
static void start_sample(int number, int volume, int repeats, zword eos)
{
if (main.story_id == Story.LURKING_HORROR)
repeats = lh_repeats[number];
os_.start_sample(number, volume, repeats, eos);
playing = true;
}/* start_sample */
/*
* start_next_sample
*
* Play a sample that has been delayed until the previous sound effect has
* finished. This is necessary for two samples in The Lurking Horror that
* immediately follow other samples.
*
*/
static void start_next_sample()
{
if (next_sample != 0)
start_sample(next_sample, next_volume, 0, 0);
next_sample = 0;
next_volume = 0;
}/* start_next_sample */
/*
* end_of_sound
*
* Call the Z-code routine which was given as the last parameter of
* a sound_effect call. This function may be called from a hardware
* interrupt (which requires extremely careful programming).
*
*/
internal static void end_of_sound(zword routine)
{
playing = false;
if (!locked)
{
if (main.story_id == Story.LURKING_HORROR)
start_next_sample();
Process.direct_call(routine);
}
}/* end_of_sound */
/*
* z_sound_effect, load / play / stop / discard a sound effect.
*
* zargs[0] = number of bleep (1 or 2) or sample
* zargs[1] = operation to perform (samples only)
* zargs[2] = repeats and volume (play sample only)
* zargs[3] = end-of-sound routine (play sample only, optional)
*
* Note: Volumes range from 1 to 8, volume 255 is the default volume.
* Repeats are stored in the high byte, 255 is infinite loop.
*
*/
internal static void z_sound_effect()
{
zword number = Process.zargs[0];
zword effect = Process.zargs[1];
zword volume = Process.zargs[2];
if (Process.zargc < 1)
number = 0;
if (Process.zargc < 2)
effect = EFFECT_PLAY;
if (Process.zargc < 3)
volume = 8;
if (number >= 3 || number == 0)
{
locked = true;
if (main.story_id == Story.LURKING_HORROR && (number == 9 || number == 16))
{
if (effect == EFFECT_PLAY)
{
next_sample = number;
next_volume = volume;
locked = false;
if (!playing)
start_next_sample();
}
else locked = false;
return;
}
playing = false;
switch (effect)
{
case EFFECT_PREPARE:
os_.prepare_sample(number);
break;
case EFFECT_PLAY:
start_sample(number, FastMem.LO(volume), FastMem.HI(volume),
(zword)((Process.zargc == 4) ? Process.zargs[3] : 0));
break;
case EFFECT_STOP:
os_.stop_sample(number);
break;
case EFFECT_FINISH_WITH:
os_.finish_with_sample(number);
break;
}
locked = false;
}
else os_.beep(number);
}/* z_sound_effect */
}
}