/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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. * This program 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ /* ÛßÜ ÛßÜ ÜßßÜ ßÛß Ûßß Üß ßÛß ÜßÛßÜ ßÛß ÛÜ Û ÜÛßß ßÛß ÛßÜ Ûßß Û Ûß ÛÛ Û Û Ü Û Ûßß ßÜ Û Û Û Û Û Û ÛÜÛ ßßßÜ Û ÛÛ Ûßß Û ß ß ß ßß ßß ßßß ß ß ß ß ß ßßß ß ßß ßßß ß ß ß ßßß ßßß SACKBLASTER-1 The temporary mod player. */ /* This is SackBlaster version 1.0, using Mark J. Cox's MODOBJ routines. When Cameron finishes his mod player I'll use his routines, DV. However, this will do for the time being. */ #define __sackb1_implementation__ #include "sackb1.h" /*$L v:MOD-obj.OBJ*/ /* Link in Object file */ /*$F+*/ /* force calls to be 'far'*/ namespace Avalanche { extern void modvolume(integer v1, integer v2, integer v3, integer v4); /*Can do while playing*/ extern void moddevice(integer &device); extern void modsetup(integer &status, integer device, integer mixspeed, integer pro, integer loop, string &stri); extern void modstop(); extern void modinit(); /*$F-*/ void sb_start(string md) { integer dev, mix, stat, pro, loop; modinit(); dev = 7; /* Sound Blaster */ mix = 10000; /*use 10000 normally */ pro = 0; /*Leave at 0*/ loop = 4; /*4 means mod will play forever*/ modvolume(255, 255, 255, 255); /* Full volume */ modsetup(stat, dev, mix, pro, loop, md); } void sb_stop() { modstop(); } void sb_link() { /* At the moment, this does nothing. */ } } // End of namespace Avalanche.