Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\!

This commit is contained in:
zicodxx 2010-06-15 18:27:10 +00:00
parent 9b2ea4680c
commit 5cff370262
4 changed files with 15 additions and 24 deletions

View file

@ -5,6 +5,7 @@ D1X-Rebirth Changelog
main/game.c, main/gameseq.c: Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
main/laser.c: Removed the previously homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
main/game.c: Fixing typo in Netgame help screen
arch/sdl/digi.c, arch/sdl/digi_audio.c, main/songs.c: Fixing digi_win32_ functions I broke yesterday. THANKS ZIF!
20100614
--------

View file

@ -26,6 +26,9 @@
#ifdef USE_SDLMIXER
#include <digi_mixer.h>
#endif
#ifdef _WIN32
#include "hmpfile.h"
#endif
/* Sound system function pointers */
@ -143,9 +146,10 @@ void digi_debug()
#ifdef _WIN32
// Windows native-MIDI stuff.
int digi_win32_midi_song_playing=0;
void digi_win32_set_midi_volume( int mvolume )
{
int mm_volume;
int mm_volume, midi_volume=0;
if (mvolume < 0)
midi_volume = 0;
@ -164,7 +168,7 @@ void digi_win32_set_midi_volume( int mvolume )
int digi_win32_play_midi_song( char * filename, char * melodic_bank, char * drum_bank, int loop )
{
digi_stop_current_song();
digi_win32_stop_current_song();
if (filename == NULL)
return 0;
@ -173,8 +177,8 @@ int digi_win32_play_midi_song( char * filename, char * melodic_bank, char * drum
{
if (hmp_play(hmp,loop) != 0)
return 0; // error
digi_midi_song_playing = 1;
digi_set_midi_volume(midi_volume);
digi_win32_midi_song_playing = 1;
digi_win32_set_midi_volume((GameCfg.MusicVolume*128)/8);
return 1;
}
@ -183,11 +187,11 @@ int digi_win32_play_midi_song( char * filename, char * melodic_bank, char * drum
void digi_win32_stop_current_song()
{
if (digi_midi_song_playing)
if (digi_win32_midi_song_playing)
{
hmp_close(hmp);
hmp = NULL;
digi_midi_song_playing = 0;
digi_win32_midi_song_playing = 0;
}
}
#endif

View file

@ -9,14 +9,8 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <SDL/SDL.h>
#include <digi_audio.h>
#ifdef _WIN32
#include "hmpfile.h"
#endif
#include "pstypes.h"
#include "error.h"
#include "fix.h"

View file

@ -209,7 +209,7 @@ void songs_init()
void songs_uninit()
{
#ifdef _WIN32
if (GameArg.DisableSdlMixer)
if (GameArg.SndDisableSdlMixer)
digi_win32_stop_current_song(); // Stop midi song, if playing
#endif
RBAStop();
@ -227,7 +227,7 @@ void songs_uninit()
void songs_stop_all(void)
{
#ifdef _WIN32
if (GameArg.DisableSdlMixer)
if (GameArg.SndDisableSdlMixer)
digi_win32_stop_current_song(); // Stop midi song, if playing
#endif
RBAStop();
@ -240,10 +240,6 @@ void songs_stop_all(void)
void songs_pause(void)
{
#ifdef _WIN32
if (GameArg.DisableSdlMixer)
digi_win32_pause_midi();
#endif
if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
RBAPause();
#ifdef USE_SDLMIXER
@ -253,10 +249,6 @@ void songs_pause(void)
void songs_resume(void)
{
#ifdef _WIN32
if (GameArg.DisableSdlMixer)
digi_win32_resume_midi_song();
#endif
if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
RBAResume();
#ifdef USE_SDLMIXER
@ -324,7 +316,7 @@ int songs_play_song( int songnum, int repeat )
case MUSIC_TYPE_BUILTIN:
{
#ifdef _WIN32
if (GameArg.DisableSdlMixer)
if (GameArg.SndDisableSdlMixer)
{
if (digi_win32_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, repeat ))
{
@ -421,7 +413,7 @@ int songs_play_level_song( int levelnum, int offset )
{
songnum = SONG_FIRST_LEVEL_SONG + (songnum % NumLevelSongs);
#ifdef _WIN32
if (GameArg.DisableSdlMixer)
if (GameArg.SndDisableSdlMixer)
{
if (digi_win32_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, 1 ))
{