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/* 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.
*/
/*
��� ��� ���� ��� ��� �� ��� ����� ��� �� � ���� ��� ��� ��� �
�� �� � � � � ��� �� � � � � � � ��� ���� � �� ��� �
� � � �� �� ��� � � � � � ��� � �� ��� � � � ��� ���
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.
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