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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.