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authorOliver Kiehl2003-05-30 11:07:30 +0000
committerOliver Kiehl2003-05-30 11:07:30 +0000
commitab3e5f8d4032c25a997f7a9f977d6b9bdc40d4e5 (patch)
tree1186c7002045707aaeef6b9d68f74e68c2556ae5
parent4458704250ce168ed06875cf6c69116a6108ddbd (diff)
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add sound effects
svn-id: r8134
-rw-r--r--sky/logic.cpp5
-rw-r--r--sky/sound.cpp1011
-rw-r--r--sky/sound.h7
3 files changed, 1019 insertions, 4 deletions
diff --git a/sky/logic.cpp b/sky/logic.cpp
index 871a534d3f..d01c0bd684 100644
--- a/sky/logic.cpp
+++ b/sky/logic.cpp
@@ -1991,9 +1991,8 @@ bool SkyLogic::fnSetFont(uint32 font, uint32 b, uint32 c) {
return true;
}
-bool SkyLogic::fnStartFx(uint32 a, uint32 b, uint32 c) {
- warning("Stub: fnStartFx");
- return true;
+bool SkyLogic::fnStartFx(uint32 sound, uint32 b, uint32 c) {
+ return _skySound->fnStartFx(sound);
}
bool SkyLogic::fnStopFx(uint32 a, uint32 b, uint32 c) {
diff --git a/sky/sound.cpp b/sky/sound.cpp
index dd202b46c1..1596bb46aa 100644
--- a/sky/sound.cpp
+++ b/sky/sound.cpp
@@ -22,8 +22,977 @@
#include "stdafx.h"
#include "sky/sound.h"
#include "sky/struc.h"
+#include "sky/logic.h"
#define SOUND_FILE_BASE 60203
+#define MAX_FX_NUMBER 393
+#define SFXF_START_DELAY 0x80
+#define SFXF_SAVE 0x20
+
+#if !defined(__GNUC__)
+#pragma START_PACK_STRUCTS
+#endif
+
+struct RoomList {
+ uint8 room;
+ uint8 adlibVolume;
+ uint8 rolandVolume;
+} GCC_PACK;
+
+struct Sfx {
+ uint8 soundNo;
+ uint8 flags;
+ RoomList roomList[10];
+} GCC_PACK;
+
+#if !defined(__GNUC__)
+#pragma END_PACK_STRUCTS
+#endif
+
+
+static Sfx fx_null = {
+ 0,
+ 0,
+ {
+ { 200,127,127 },
+ { 255,0,0 }
+ }
+};
+
+static Sfx fx_level_3_ping = {
+ 1,
+ 0,
+ {
+ { 28,63,63 },
+ { 29,63,63 },
+ { 31,63,63 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_factory_sound = {
+ 1,
+ SFXF_SAVE,
+ {
+ { 255,30,30 },
+ }
+};
+
+static Sfx fx_crowbar_plaster = {
+ 1,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_masonry_fall = {
+ 1,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_prise_brick = {
+ 2,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_rope_creak = {
+ 2,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_ping = {
+ 3,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_force_fire_door = {
+ 3,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_brick_hit_foster = {
+ 3,
+ 10+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_brick_hit_plank = {
+ 3,
+ 8+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_rm3_lift_moving = {
+ 4,
+ SFXF_SAVE,
+ {
+ { 3,127,127 },
+ { 2,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_weld = {
+ 4,
+ 0,
+ {
+ { 15,127,127 },
+ { 7,127,127 },
+ { 6,60,60 },
+ { 12,60,60 },
+ { 13,60,60 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_weld12 = {
+ 4,
+ 0,
+ {
+ { 12,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_spray_on_skin = {
+ 4,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_plank_vibrating = {
+ 4,
+ 6+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_press_bang = {
+ 5,
+ 0,
+ {
+ { 0,50,100 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_spanner_clunk = {
+ 5,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_break_crystals = {
+ 5,
+ 0,
+ {
+ { 96,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_press_hiss = {
+ 6,
+ 0,
+ {
+ { 0,40,40 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_open_door = {
+ 6,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_open_lamb_door = {
+ 6,
+ 0,
+ {
+ { 20,127,127 },
+ { 21,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_splash = {
+ 6,
+ 22+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_disintegrate = {
+ 7,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_buzzer = {
+ 7,
+ 4+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_lathe = {
+ 7,
+ SFXF_SAVE,
+ {
+ { 4,60,60 },
+ { 2,20,20 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_hit_crowbar_brick = {
+ 7,
+ 9+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_hello_helga = {
+ 8,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_statue_on_armour = {
+ 8,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_lift_alarm = {
+ 8,
+ SFXF_SAVE,
+ {
+ { 2,63,63 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_drop_crowbar = {
+ 8,
+ 5+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_byee_helga = {
+ 9,
+ 3+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_shed_door_creak = {
+ 10,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_explosion = {
+ 10,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_fire_crackle_in_pit = {
+ 9,
+ SFXF_SAVE,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_remove_bar_grill = {
+ 10,
+ 7+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_grill_creak = {
+ 10,
+ 43+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_steam1 = {
+ 11,
+ SFXF_SAVE,
+ {
+ { 18,20,20 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_steam2 = {
+ 11,
+ SFXF_SAVE,
+ {
+ { 18,63,63 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_steam3 = {
+ 11,
+ SFXF_SAVE,
+ {
+ { 18,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_crowbar_wooden = {
+ 11,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_helmet_down_3 = {
+ 11,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_guard_fall = {
+ 11,
+ 4,
+ {
+ { 255,127,127 },
+ }
+};
+
+#if 0
+static Sfx fx_furnace = {
+ 11,
+ 0,
+ {
+ { 3,90,90 },
+ { 255,0,0 },
+ }
+};
+#endif
+
+static Sfx fx_fall_thru_box = {
+ 12,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_lazer = {
+ 12,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_scanner = {
+ 12,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_helmet_up_3 = {
+ 12,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_liquid_bubble = {
+ 12,
+ SFXF_SAVE,
+ {
+ { 80,127,127 },
+ { 72,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_liquid_drip = {
+ 13,
+ 6+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_goo_drip = {
+ 13,
+ 5+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_comp_bleeps = {
+ 13,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_use_crowbar_grill = {
+ 13,
+ 34+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_helmet_grind = {
+ 14,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_lift_moving = {
+ 14,
+ SFXF_SAVE,
+ {
+ { 7,127,127 },
+ { 29,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_use_secateurs = {
+ 14,
+ 18+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_hit_joey1 = {
+ 14,
+ 7+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_hit_joey2 = {
+ 14,
+ 13+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_dani_phone_ring = {
+ 15,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_sc74_pod_down = {
+ 15,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_phone = {
+ 15,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_25_weld = {
+ 15,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_lift_open_7 = {
+ 15,
+ 0,
+ {
+ { 7,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_lift_close_7 = {
+ 16,
+ 0,
+ {
+ { 7,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_s2_helmet = {
+ 16,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_hiss_in_nitrogen = {
+ 16,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_dog_yap_indoors = {
+ 16,
+ 0,
+ {
+ { 38,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_dog_yap_outdoors = {
+ 16,
+ 0,
+ {
+ { 31,127,127 },
+ { 30,40,40 },
+ { 32,40,40 },
+ { 33,40,40 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_locker_creak_open = {
+ 17,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_big_tent_gurgle = {
+ 17,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_wind_howl = {
+ 17,
+ SFXF_SAVE,
+ {
+ { 1,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_lift_open_29 = {
+ 17,
+ 0,
+ {
+ { 29,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_lift_arrive_7 = {
+ 17,
+ 0,
+ {
+ { 7,63,63 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_lift_close_29 = {
+ 18,
+ 0,
+ {
+ { 29,127,127 },
+ { 28,127,127 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_shaft_industrial_noise = {
+ 18,
+ SFXF_SAVE,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_gall_drop = {
+ 18,
+ 29+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_door_slam_under = {
+ 19,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_reichs_fish = {
+ 19,
+ SFXF_SAVE,
+ {
+ { 255,60,60 },
+ }
+};
+
+static Sfx fx_judges_gavel1 = {
+ 19,
+ 13+SFXF_START_DELAY,
+ {
+ { 255,60,60 },
+ }
+};
+
+static Sfx fx_judges_gavel2 = {
+ 19,
+ 16+SFXF_START_DELAY,
+ {
+ { 255,90,90 },
+ }
+};
+
+static Sfx fx_judges_gavel3 = {
+ 19,
+ 19+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_wind_3 = {
+ 20,
+ SFXF_SAVE,
+ {
+ { 255,60,60 },
+ }
+};
+
+static Sfx fx_fact_sensor = {
+ 20,
+ SFXF_SAVE,
+ {
+ { 255,60,60 },
+ }
+};
+
+static Sfx fx_medi_stab_gall = {
+ 20,
+ 17+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_computer_3 = {
+ 21,
+ SFXF_SAVE,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_timber_cracking = {
+ 21,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_anchor_fall = {
+ 22,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_elevator_4 = {
+ 22,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_star_trek_2 = {
+ 22,
+ SFXF_SAVE,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_lift_closing = {
+ 23,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_heartbeat = {
+ 23,
+ 11+SFXF_START_DELAY,
+ {
+ { 67,60,60 },
+ { 68,60,60 },
+ { 69,60,60 },
+ { 77,20,20 },
+ { 78,50,50 },
+ { 79,70,70 },
+ { 80,127,127 },
+ { 81,60,60 },
+ { 255,0,0 },
+ }
+};
+
+static Sfx fx_pos_key = {
+ 25,
+ 2+SFXF_START_DELAY,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx fx_neg_key = {
+ 26,
+ 2+SFXF_START_DELAY,
+ {
+ { 255,100,100 },
+ }
+};
+
+static Sfx fx_orifice_swallow_drip = {
+ 28,
+ 0,
+ {
+ { 255,127,127 },
+ }
+};
+
+static Sfx *musicList[] = {
+ &fx_press_bang, // 256 banging of the press
+ &fx_press_hiss, // 257 hissing press
+ &fx_wind_howl, // 258 howling wind
+ &fx_spanner_clunk, // 259 spanner in works
+ &fx_reichs_fish, // 260 Reichs fish
+ &fx_explosion, // 261 panel blows open
+ &fx_wind_3, // 262 single steam
+ &fx_open_door, // 263 general open door
+ &fx_open_lamb_door, // 264 lamb door opens
+ &fx_comp_bleeps, // 265 scanner bleeps
+ &fx_helmet_down_3, // 266
+ &fx_helmet_up_3, // 267
+ &fx_helmet_grind, // 268
+ &fx_lift_close_29, // 269 rm 29 lift closes
+ &fx_lift_open_29, // 270 rm 29 lift opens
+ &fx_computer_3, // 271 rm 29 lift arrives
+ &fx_level_3_ping, // 272 background noise in room 4
+ &fx_lift_alarm, // 273 loader alarm
+ &fx_null, // 274 furnace room background noise
+ &fx_rm3_lift_moving, // 275 lift moving in room 3
+ &fx_lathe, // 276 jobsworth lathe
+ &fx_factory_sound, // 277 factory background sound
+ &fx_weld, // 278 do some welding
+ &fx_lift_close_7, // 279 rm 7 lift closes
+ &fx_lift_open_7, // 280 rm 7 lift opens
+ &fx_lift_arrive_7, // 281 rm 7 lift arrives
+ &fx_lift_moving, // 282 lift moving
+ &fx_scanner, // 283 scanner operating
+ &fx_force_fire_door, // 284 Force fire door open
+ &fx_null, // 285 General door creak
+ &fx_phone, // 286 telephone
+ &fx_lazer, // 287 lazer
+ &fx_lazer, // 288 lazer
+ &fx_anchor_fall, // 289 electric ;not used on amiga
+ &fx_weld12, // 290 welding in room 12 (not joey)
+ &fx_hello_helga, // 291 helga appears
+ &fx_byee_helga, // 292 helga disapears
+ &fx_null, // 293 smash through window ;doesn't exist
+ &fx_pos_key, // 294
+ &fx_neg_key, // 295
+ &fx_s2_helmet, // 296 ;helmet down section 2
+ &fx_s2_helmet, // 297 ; " up " "
+ &fx_lift_arrive_7, // 298 ;security door room 7
+ &fx_null, // 299
+ &fx_rope_creak, // 300
+ &fx_crowbar_wooden, // 301
+ &fx_fall_thru_box, // 302
+ &fx_use_crowbar_grill, // 303
+ &fx_use_secateurs, // 304
+ &fx_grill_creak, // 305
+ &fx_timber_cracking, // 306
+ &fx_masonry_fall, // 307
+ &fx_masonry_fall, // 308
+ &fx_crowbar_plaster, // 309
+ &fx_prise_brick, // 310
+ &fx_brick_hit_foster, // 311
+ &fx_spray_on_skin, // 312
+ &fx_hit_crowbar_brick, // 313
+ &fx_drop_crowbar, // 314
+ &fx_fire_crackle_in_pit, // 315
+ &fx_remove_bar_grill, // 316
+ &fx_liquid_bubble, // 317
+ &fx_liquid_drip, // 318
+ &fx_guard_fall, // 319
+ &fx_sc74_pod_down, // 320
+ &fx_hiss_in_nitrogen, // 321
+ &fx_null, // 322
+ &fx_hit_joey1, // 323
+ &fx_hit_joey2, // 324
+ &fx_medi_stab_gall, // 325
+ &fx_gall_drop, // 326
+ &fx_null, // 327
+ &fx_null, // 328
+ &fx_null, // 329
+ &fx_big_tent_gurgle, // 330
+ &fx_null, // 331
+ &fx_orifice_swallow_drip, // 332
+ &fx_brick_hit_plank, // 333
+ &fx_goo_drip, // 334
+ &fx_plank_vibrating, // 335
+ &fx_splash, // 336
+ &fx_buzzer, // 337
+ &fx_shed_door_creak, // 338
+ &fx_dog_yap_outdoors, // 339
+ &fx_dani_phone_ring, // 340
+ &fx_locker_creak_open, // 341
+ &fx_judges_gavel1, // 342
+ &fx_dog_yap_indoors, // 343
+ &fx_brick_hit_plank, // 344
+ &fx_brick_hit_plank, // 345
+ &fx_shaft_industrial_noise, // 346
+ &fx_judges_gavel2, // 347
+ &fx_judges_gavel3, // 348
+ &fx_elevator_4, // 349
+ &fx_lift_closing, // 350
+ &fx_null, // 351
+ &fx_null, // 352
+ &fx_sc74_pod_down, // 353
+ &fx_null, // 354
+ &fx_null, // 355
+ &fx_heartbeat, // 356
+ &fx_star_trek_2, // 357
+ &fx_null, // 358
+ &fx_null, // 359
+ &fx_null, // 350
+ &fx_null, // 361
+ &fx_null, // 362
+ &fx_null, // 363
+ &fx_null, // 364
+ &fx_null, // 365
+ &fx_break_crystals, // 366
+ &fx_disintegrate, // 367
+ &fx_statue_on_armour, // 368
+ &fx_null, // 369
+ &fx_null, // 360
+ &fx_ping, // 371
+ &fx_null, // 372
+ &fx_door_slam_under, // 373
+ &fx_null, // 374
+ &fx_null, // 375
+ &fx_null, // 376
+ &fx_null, // 377
+ &fx_null, // 378
+ &fx_null, // 379
+ &fx_steam1, // 380
+ &fx_steam2, // 381
+ &fx_steam2, // 382
+ &fx_steam3, // 383
+ &fx_null, // 384
+ &fx_null, // 385
+ &fx_fact_sensor, // 386 Sensor in Potts' room
+ &fx_null, // 387
+ &fx_null, // 388
+ &fx_null, // 389
+ &fx_null, // 390
+ &fx_null, // 391
+ &fx_null, // 392
+ &fx_null, // 393
+ &fx_25_weld // 394 my anchor weld bodge
+};
SkySound::SkySound(SoundMixer *mixer, SkyDisk *pDisk) {
_skyDisk = pDisk;
@@ -112,3 +1081,45 @@ void SkySound::playSound(uint16 sound, uint16 volume) {
_mixer->playRaw(&_ingameSound, _soundData + dataOfs, dataSize, sampleRate, flags);
}
+bool SkySound::fnStartFx(uint32 sound) {
+ if (sound < 256 || sound > MAX_FX_NUMBER)
+ return true;
+
+ uint8 screen = (uint8)(SkyLogic::_scriptVariables[SCREEN] & 0xff);
+ if (sound == 278 || screen == 25) // is this weld in room 25
+ sound= 394;
+
+ sound &= ~(1 << 8);
+
+ Sfx *sfx = musicList[sound];
+ RoomList *roomList = sfx->roomList;
+
+ int i = 0;
+ if (roomList[i].room != 0xff) // if room list empty then do all rooms
+ while (roomList[i].room != screen) { // check rooms
+ i++;
+ if (roomList[i].room == 0xff)
+ return true;
+ }
+
+ // get fx volume
+
+ uint8 volume = 0x7f; // start with max vol
+
+ // if (system_flags & (1 << sf_sblaster))
+ volume = roomList[i].adlibVolume;
+ // if (system_flags & (1 << sf_roland)) {
+ // volume = roomList[i].rolandVolume;
+
+ // Check the flags, the sound may come on after a delay.
+ if (sfx->flags & SFXF_START_DELAY) {
+ // queue sound
+ }
+
+ //if (sfx->flags & SFXF_SAVE)
+ // save_fx_0[stfx_cur_chn] = sound;
+
+ playSound(sfx->soundNo, volume);
+ return true;
+}
+
diff --git a/sky/sound.h b/sky/sound.h
index 753e358820..c141568e8d 100644
--- a/sky/sound.h
+++ b/sky/sound.h
@@ -19,6 +19,9 @@
*
*/
+#ifndef SKYSOUND_H
+#define SKYSOUND_H
+
#include "sound/mixer.h"
#include "sky/disk.h"
#include "common/engine.h"
@@ -46,12 +49,14 @@ public:
void loadSection(uint8 pSection);
void playSound(uint16 sound, uint16 volume);
+ bool fnStartFx(uint32 sound);
private:
SkyDisk *_skyDisk;
uint8 _soundsTotal;
uint16 _sfxBaseOfs;
- uint8 *_soundData;
+ uint8 *_soundData;
uint8 *_sampleRates, *_sfxInfo;
};
+#endif