Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\!
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@ -5,6 +5,7 @@ D1X-Rebirth Changelog
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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
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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
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main/game.c: Fixing typo in Netgame help screen
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arch/sdl/digi.c, arch/sdl/digi_audio.c, main/songs.c: Fixing digi_win32_ functions I broke yesterday. THANKS ZIF!
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20100614
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--------
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@ -26,6 +26,9 @@
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#ifdef USE_SDLMIXER
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#include <digi_mixer.h>
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#endif
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#ifdef _WIN32
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#include "hmpfile.h"
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#endif
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/* Sound system function pointers */
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@ -143,9 +146,10 @@ void digi_debug()
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#ifdef _WIN32
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// Windows native-MIDI stuff.
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int digi_win32_midi_song_playing=0;
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void digi_win32_set_midi_volume( int mvolume )
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{
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int mm_volume;
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int mm_volume, midi_volume=0;
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if (mvolume < 0)
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midi_volume = 0;
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@ -164,7 +168,7 @@ void digi_win32_set_midi_volume( int mvolume )
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int digi_win32_play_midi_song( char * filename, char * melodic_bank, char * drum_bank, int loop )
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{
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digi_stop_current_song();
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digi_win32_stop_current_song();
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if (filename == NULL)
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return 0;
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@ -173,8 +177,8 @@ int digi_win32_play_midi_song( char * filename, char * melodic_bank, char * drum
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{
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if (hmp_play(hmp,loop) != 0)
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return 0; // error
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digi_midi_song_playing = 1;
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digi_set_midi_volume(midi_volume);
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digi_win32_midi_song_playing = 1;
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digi_win32_set_midi_volume((GameCfg.MusicVolume*128)/8);
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return 1;
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}
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@ -183,11 +187,11 @@ int digi_win32_play_midi_song( char * filename, char * melodic_bank, char * drum
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void digi_win32_stop_current_song()
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{
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if (digi_midi_song_playing)
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if (digi_win32_midi_song_playing)
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{
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hmp_close(hmp);
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hmp = NULL;
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digi_midi_song_playing = 0;
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digi_win32_midi_song_playing = 0;
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}
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}
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#endif
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@ -9,14 +9,8 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <SDL/SDL.h>
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#include <digi_audio.h>
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#ifdef _WIN32
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#include "hmpfile.h"
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#endif
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#include "pstypes.h"
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#include "error.h"
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#include "fix.h"
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16
main/songs.c
16
main/songs.c
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@ -209,7 +209,7 @@ void songs_init()
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void songs_uninit()
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{
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#ifdef _WIN32
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if (GameArg.DisableSdlMixer)
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if (GameArg.SndDisableSdlMixer)
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digi_win32_stop_current_song(); // Stop midi song, if playing
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#endif
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RBAStop();
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@ -227,7 +227,7 @@ void songs_uninit()
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void songs_stop_all(void)
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{
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#ifdef _WIN32
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if (GameArg.DisableSdlMixer)
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if (GameArg.SndDisableSdlMixer)
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digi_win32_stop_current_song(); // Stop midi song, if playing
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#endif
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RBAStop();
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@ -240,10 +240,6 @@ void songs_stop_all(void)
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void songs_pause(void)
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{
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#ifdef _WIN32
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if (GameArg.DisableSdlMixer)
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digi_win32_pause_midi();
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#endif
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if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
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RBAPause();
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#ifdef USE_SDLMIXER
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@ -253,10 +249,6 @@ void songs_pause(void)
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void songs_resume(void)
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{
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#ifdef _WIN32
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if (GameArg.DisableSdlMixer)
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digi_win32_resume_midi_song();
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#endif
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if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
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RBAResume();
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#ifdef USE_SDLMIXER
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@ -324,7 +316,7 @@ int songs_play_song( int songnum, int repeat )
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case MUSIC_TYPE_BUILTIN:
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{
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#ifdef _WIN32
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if (GameArg.DisableSdlMixer)
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if (GameArg.SndDisableSdlMixer)
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{
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if (digi_win32_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, repeat ))
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{
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@ -421,7 +413,7 @@ int songs_play_level_song( int levelnum, int offset )
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{
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songnum = SONG_FIRST_LEVEL_SONG + (songnum % NumLevelSongs);
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#ifdef _WIN32
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if (GameArg.DisableSdlMixer)
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if (GameArg.SndDisableSdlMixer)
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{
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if (digi_win32_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, 1 ))
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{
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