Files
openttd/src/newgrf_sound.c
rubidium 013df98f79 (svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make.
 - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
 - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
 - Proper support for OSX universal binaries.
 - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
 - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.

Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
2007-01-02 19:19:48 +00:00

69 lines
1.5 KiB
C

/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "oldpool.h"
#include "sound.h"
#include "engine.h"
#include "vehicle.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
static uint _sound_count = 0;
STATIC_OLD_POOL(SoundInternal, FileEntry, 3, 1000, NULL, NULL)
/* Allocate a new FileEntry */
FileEntry *AllocateFileEntry(void)
{
if (_sound_count == GetSoundInternalPoolSize()) {
if (!AddBlockToPool(&_SoundInternal_pool)) return NULL;
}
return GetSoundInternal(_sound_count++);
}
void InitializeSoundPool(void)
{
CleanPool(&_SoundInternal_pool);
_sound_count = 0;
/* Copy original sound data to the pool */
SndCopyToPool();
}
FileEntry *GetSound(uint index)
{
if (index >= _sound_count) return NULL;
return GetSoundInternal(index);
}
uint GetNumSounds(void)
{
return _sound_count;
}
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
{
const GRFFile *file = GetEngineGRF(v->engine_type);
uint16 callback;
/* If the engine has no GRF ID associated it can't ever play any new sounds */
if (file == NULL) return false;
/* Check that the vehicle type uses the sound effect callback */
if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_SOUND_EFFECT)) return false;
callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
if (callback == CALLBACK_FAILED) return false;
if (callback >= GetNumOriginalSounds()) callback += file->sound_offset - GetNumOriginalSounds();
if (callback < GetNumSounds()) SndPlayVehicleFx(callback, v);
return true;
}