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audio.h
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73 lines (60 loc) · 2.21 KB
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// (_||_/
// ( ) Audio class
// ( o 0 )
//-OOO°--(_)---°OOO---------------------------------------
// Copyright (C) 2006 By Dominique Roux-Serret
// .OOOo oOOO. roux-serret@ifrance.com
//-( )------( )---------------------------------------
// ( ( ) / Copyright (C) 2023 By Johnny Jazeix
// (_) (_/ jazeix@gmail.com
// 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 or version 3 of the License.
// 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.
#ifndef AUDIO_DOM_
#define AUDIO_DOM_
#include <SDL2/SDL_mixer.h>
/*** Sound effects enum ***/
/**************************/
enum eSound {
sClick = 0,
sSpeed,
sCrash,
sEnd,
sLose,
sExpand,
sCar,
sShrink,
sLive,
sSize
};
/*** Audio Class definition ***/
/******************************/
class Audio
{
public:
Audio() = default;
~Audio();
/*** Functions ***/
bool Init(); // Initializes and loads audio files
void LoadMusic(int Num); // Loads a music track, 0 = menu music 1,2,3,4=game music tracks
void NextMusic(); // Swaps to next game track
void Play(eSound); // Plays a sound effect
void PlayMusic() const; // Plays the music
void PauseMusic(bool IsMusicPlaying) const; // Pauses/Resumes music
void DoVolume() const; // Handles sound volumes
Mix_Music *Music { nullptr }; // Pointer to music tracks
private:
/*** Variables ***/
int N { 0 }; // Number/Amount of sound effects
int NMus { 0 }; // Number of the current music
int MemorizedTime { 0 }; // Memorizes time for clicks
Mix_Chunk **Sound { nullptr }; // Pointer to sound effects
};
#endif