Some cleanup. More to follow, I hope.

svn-id: r10263
This commit is contained in:
Torbjörn Andersson 2003-09-16 07:11:29 +00:00
parent bc90c04c25
commit 48d0761286

View File

@ -160,11 +160,9 @@
#include "sound/mixer.h"
// Decompression macros
#define MakeCompressedByte(shift, sign, amplitude) (((shift) << 4) + ((sign) << 3) + (amplitude))
#define GetCompressedShift(byte) ((byte) >> 4)
#define GetCompressedSign(byte) (((byte) >> 3) & 1)
#define GetCompressedAmplitude(byte) ((byte) & 7)
#define GetdAPower(dA, power) for (power = 15; power > 0 && !((dA) & (1 << power)); power--)
#define GetCompressedShift(byte) ((byte) >> 4)
#define GetCompressedSign(byte) (((byte) >> 3) & 1)
#define GetCompressedAmplitude(byte) ((byte) & 7)
int32 panTable[33] = {
-127, -119, -111, -103, -95, -87, -79, -71, -63, -55, -47, -39, -31, -23, -15, -7,
@ -203,6 +201,7 @@ int32 musicVolTable[17] = {
-200, -100, -50, 0
};
*/
void sword2_sound_handler(void *refCon) {
Sword2Sound *sound = (Sword2Sound *)refCon;
sound->FxServer();
@ -260,8 +259,10 @@ Sword2Sound::~Sword2Sound() {
// This function reverse the pan table, thus reversing the stereo.
// --------------------------------------------------------------------------
// FIXME: We could probably use the FLAG_REVERSE_STEREO mixer flag here.
int32 Sword2Sound::ReverseStereo(void) {
int i,j;
int i, j;
for (i = 0; i < 16; i++) {
j = panTable[i];
@ -269,12 +270,13 @@ int32 Sword2Sound::ReverseStereo(void) {
panTable[32 - i] = j;
}
return (RD_OK);
return RD_OK;
}
// --------------------------------------------------------------------------
// This function returns the index of the sound effect with the ID passed in.
// --------------------------------------------------------------------------
// --------------------------------------------------------------------------
// This function returns the index of the sound effect with the ID passed in.
// --------------------------------------------------------------------------
int32 Sword2Sound::GetFxIndex(int32 id) {
int32 i = 0;
@ -284,7 +286,7 @@ int32 Sword2Sound::GetFxIndex(int32 id) {
i++;
}
return(i);
return i;
}
int32 Sword2Sound::IsFxOpen(int32 id) {
@ -302,11 +304,12 @@ int32 Sword2Sound::IsFxOpen(int32 id) {
return 0;
}
// --------------------------------------------------------------------------
// This function checks the status of all current sound effects, and clears
// out the ones which are no longer required in a buffer. It is called on
// a slow timer from rdwin.c
// --------------------------------------------------------------------------
// --------------------------------------------------------------------------
// This function checks the status of all current sound effects, and clears
// out the ones which are no longer required in a buffer. It is called by
// a separate thread.
// --------------------------------------------------------------------------
void Sword2Sound::FxServer(void) {
StackLock lock(_mutex);
@ -365,64 +368,61 @@ void Sword2Sound::FxServer(void) {
}
int32 Sword2Sound::AmISpeaking() {
if ((!speechMuted) && (!speechPaused) && (soundHandleSpeech != 0)) {
return (RDSE_SPEAKING);
}
return (RDSE_QUIET);
if (!speechMuted && !speechPaused && soundHandleSpeech != 0)
return RDSE_SPEAKING;
return RDSE_QUIET;
}
int32 Sword2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) {
int32 i;
uint32 speechIndex[2];
File fp;
uint32 speechIndex[2];
File fp;
// Open the speech cluster and find the data offset & size
// Open the speech cluster and find the data offset & size
fp.open(filename, g_engine->getGameDataPath());
if (fp.isOpen() == false)
return(0);
return 0;
fp.seek((++speechid) * 8, SEEK_SET);
if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) {
fp.close();
return (0);
}
#ifdef SCUMM_BIG_ENDIAN
speechIndex[0] = SWAP_BYTES_32(speechIndex[0]);
speechIndex[1] = SWAP_BYTES_32(speechIndex[1]);
#endif
if (!speechIndex[0] || !speechIndex[1]) {
fp.close();
return (0);
return 0;
}
fp.close();
i = (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8;
#ifdef SCUMM_BIG_ENDIAN
speechIndex[0] = SWAP_BYTES_32(speechIndex[0]);
speechIndex[1] = SWAP_BYTES_32(speechIndex[1]);
#endif
return(i);
if (!speechIndex[0] || !speechIndex[1])
return 0;
return (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8;
}
int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *waveMem) {
uint32 i;
uint16 *data16;
uint8 *data8;
uint32 speechIndex[2];
_wavHeader *pwf = (_wavHeader *) waveMem;
File fp;
uint32 i;
uint16 *data16;
uint8 *data8;
uint32 speechIndex[2];
_wavHeader *pwf = (_wavHeader *) waveMem;
File fp;
// Open the speech cluster and find the data offset & size
// Open the speech cluster and find the data offset & size
fp.open(filename, g_engine->getGameDataPath());
if (fp.isOpen() == false)
return(RDERR_INVALIDFILENAME);
return RDERR_INVALIDFILENAME;
fp.seek((++speechid) * 8, SEEK_SET);
if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) {
fp.close();
return (RDERR_READERROR);
return RDERR_READERROR;
}
#ifdef SCUMM_BIG_ENDIAN
speechIndex[0] = SWAP_BYTES_32(speechIndex[0]);
speechIndex[1] = SWAP_BYTES_32(speechIndex[1]);
@ -430,10 +430,10 @@ int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uin
if (!speechIndex[0] || !speechIndex[1]) {
fp.close();
return (RDERR_INVALIDID);
return RDERR_INVALIDID;
}
data16 = (uint16*)(waveMem + sizeof(_wavHeader));
data16 = (uint16 *) (waveMem + sizeof(_wavHeader));
memset(pwf, 0, sizeof(_wavHeader));
@ -441,39 +441,40 @@ int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uin
pwf->wavID = MKID('WAVE');
pwf->format = MKID('fmt ');
pwf->formatLen = TO_LE_32(0x00000010);
pwf->formatTag = TO_LE_16(0x0001);
pwf->channels = TO_LE_16(0x0001);
pwf->samplesPerSec = TO_LE_16(0x5622);
pwf->formatLen = TO_LE_32(0x00000010);
pwf->formatTag = TO_LE_16(0x0001);
pwf->channels = TO_LE_16(0x0001);
pwf->samplesPerSec = TO_LE_16(0x5622);
pwf->avgBytesPerSec = TO_LE_16(0x0000);
pwf->blockAlign = TO_LE_16(0xAC44);
pwf->unknown1 = TO_LE_16(0x0000);
pwf->unknown2 = TO_LE_16(0x0002);
pwf->bitsPerSample = TO_LE_16(0x0010);
pwf->blockAlign = TO_LE_16(0xAC44);
pwf->unknown1 = TO_LE_16(0x0000);
pwf->unknown2 = TO_LE_16(0x0002);
pwf->bitsPerSample = TO_LE_16(0x0010);
*((uint32*)data16) = MKID('data');
*((uint32 *) data16) = MKID('data');
data16 += 2;
*((uint32*)data16) = TO_LE_32((speechIndex[1] - 1) * 2);
*((uint32 *) data16) = TO_LE_32((speechIndex[1] - 1) * 2);
data16 += 2;
pwf->fileLength = (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8;
// Calculate position in buffer to load compressed sound into
data8 = (uint8*)data16 + (speechIndex[1]-1);
data8 = (uint8 *) data16 + (speechIndex[1] - 1);
fp.seek(speechIndex[0], SEEK_SET);
if (fp.read(data8, speechIndex[1]) != speechIndex[1]) {
fp.close();
return (RDERR_INVALIDID);
return RDERR_INVALIDID;
}
fp.close();
data16[0] = READ_LE_UINT16(data8); // Starting Value
// Starting Value
data16[0] = READ_LE_UINT16(data8);
for (i = 1; i < (speechIndex[1] - 1); i++) {
if (GetCompressedSign(data8[i + 1]))
@ -482,16 +483,16 @@ int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uin
data16[i] = data16[i - 1] + (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1]));
}
return(RD_OK);
return RD_OK;
}
int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) {
uint32 i;
uint16 *data16;
uint8 *data8;
uint32 speechIndex[2];
File fp;
uint32 bufferSize;
uint32 i;
uint16 *data16;
uint8 *data8;
uint32 speechIndex[2];
File fp;
uint32 bufferSize;
if (!speechMuted) {
if (GetSpeechStatus() == RDERR_SPEECHPLAYING)
@ -500,14 +501,15 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v
// Open the speech cluster and find the data offset & size
fp.open(filename, g_engine->getGameDataPath());
if (fp.isOpen() == false)
return(RDERR_INVALIDFILENAME);
return RDERR_INVALIDFILENAME;
fp.seek((++speechid) * 8, SEEK_SET);
if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) {
fp.close();
return (RDERR_READERROR);
return RDERR_READERROR;
}
#ifdef SCUMM_BIG_ENDIAN
speechIndex[0] = SWAP_BYTES_32(speechIndex[0]);
speechIndex[1] = SWAP_BYTES_32(speechIndex[1]);
@ -515,13 +517,13 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v
if (speechIndex[0] == 0 || speechIndex[1] == 0) {
fp.close();
return (RDERR_INVALIDID);
return RDERR_INVALIDID;
}
bufferSize = (speechIndex[1] - 1) * 2;
// Create tempory buffer for compressed speech
if ((data8 = (uint8 *)malloc(speechIndex[1])) == NULL) {
if ((data8 = (uint8 *) malloc(speechIndex[1])) == NULL) {
fp.close();
return(RDERR_OUTOFMEMORY);
}
@ -531,15 +533,16 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v
if (fp.read(data8, speechIndex[1]) != speechIndex[1]) {
fp.close();
free(data8);
return (RDERR_INVALIDID);
return RDERR_INVALIDID;
}
fp.close();
// Decompress data into speech buffer.
data16 = (uint16*)malloc(bufferSize);
data16 = (uint16 *) malloc(bufferSize);
data16[0] = READ_LE_UINT16(data8); // Starting Value
// Starting Value
data16[0] = READ_LE_UINT16(data8);
for (i = 1; i < bufferSize / 2; i++) {
if (GetCompressedSign(data8[i + 1]))
@ -563,11 +566,11 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v
// Start the speech playing
speechPaused = 1;
uint32 flags = SoundMixer::FLAG_16BITS;
flags |= SoundMixer::FLAG_AUTOFREE;
uint32 flags = SoundMixer::FLAG_16BITS | SoundMixer::FLAG_AUTOFREE;
#ifndef SCUMM_BIG_ENDIAN
// Until the mixer supports LE samples natively, we need to convert our LE ones to BE
// Until the mixer supports LE samples natively, we need to
// convert our LE ones to BE
for (uint j = 0; j < (bufferSize / 2); j++)
data16[j] = SWAP_BYTES_16(data16[j]);
#endif
@ -578,38 +581,38 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v
}
DipMusic();
return (RD_OK);
return RD_OK;
}
int32 Sword2Sound::StopSpeechSword2(void) {
if (!soundOn)
return(RD_OK);
return RD_OK;
if (speechStatus) {
g_engine->_mixer->stopHandle(soundHandleSpeech);
speechStatus = 0;
return(RD_OK);
return RD_OK;
}
return(RDERR_SPEECHNOTPLAYING);
return RDERR_SPEECHNOTPLAYING;
}
int32 Sword2Sound::GetSpeechStatus(void) {
if ((!soundOn) || (!speechStatus))
return(RDSE_SAMPLEFINISHED);
if (!soundOn || !speechStatus)
return RDSE_SAMPLEFINISHED;
if (speechPaused)
return(RDSE_SAMPLEPLAYING);
return RDSE_SAMPLEPLAYING;
if (!soundHandleSpeech) {
speechStatus = 0;
return(RDSE_SAMPLEFINISHED);
return RDSE_SAMPLEFINISHED;
}
return(RDSE_SAMPLEPLAYING);
return RDSE_SAMPLEPLAYING;
}
void Sword2Sound::SetSpeechVolume(uint8 volume) {
speechVol = volume;
if ((soundHandleSpeech != 0) && !speechMuted && GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
if (soundHandleSpeech != 0 && !speechMuted && GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
g_engine->_mixer->setChannelVolume(soundHandleSpeech, 16 * speechVol);
}
}
@ -639,7 +642,7 @@ int32 Sword2Sound::PauseSpeech(void) {
speechPaused = 1;
g_engine->_mixer->pauseHandle(soundHandleSpeech, true);
}
return(RD_OK);
return RD_OK;
}
int32 Sword2Sound::UnpauseSpeech(void) {
@ -647,25 +650,25 @@ int32 Sword2Sound::UnpauseSpeech(void) {
speechPaused = 0;
g_engine->_mixer->pauseHandle(soundHandleSpeech, false);
}
return(RD_OK);
return RD_OK;
}
int32 Sword2Sound::OpenFx(int32 id, uint8 *data) {
int32 i, fxi;
uint32 *data32 = NULL;
_wavHeader *wav;
int32 i, fxi;
uint32 *data32 = NULL;
_wavHeader *wav;
wav = (_wavHeader *) data;
if (soundOn) {
// Check for a valid id.
if (id == 0)
return(RDERR_INVALIDID);
return RDERR_INVALIDID;
// Check that the fx is not already open
for (i = 0; i < MAXFX; i++) {
if (fxId[i] == id)
return(RDERR_FXALREADYOPEN);
return RDERR_FXALREADYOPEN;
}
// Now choose a free slot for the fx
@ -697,10 +700,10 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) {
// Still no dice? I give up!
if (fxi == MAXFX)
return(RDERR_NOFREEBUFFERS);
return RDERR_NOFREEBUFFERS;
}
// Set the sample size - search for the size of the data.
// Set the sample size - search for the size of the data.
i = 0;
while (i < 100) {
if (*data == 'd') {
@ -712,28 +715,29 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) {
data++;
}
if (!data32)
return(RDERR_INVALIDWAV);
return RDERR_INVALIDWAV;
bufferSizeFx[fxi] = READ_LE_UINT32(data32 + 1);
// Fill the speech buffer with data
// Fill the speech buffer with data
if (bufferFx[fxi] != NULL)
free(bufferFx[fxi]);
bufferFx[fxi] = (uint16*)malloc(bufferSizeFx[fxi]);
memcpy(bufferFx[fxi], (uint8 *)(data32 + 2), bufferSizeFx[fxi]);
bufferFx[fxi] = (uint16 *) malloc(bufferSizeFx[fxi]);
memcpy(bufferFx[fxi], (uint8 *) (data32 + 2), bufferSizeFx[fxi]);
flagsFx[fxi] = SoundMixer::FLAG_16BITS;
if (FROM_LE_16(wav->channels) == 2)
flagsFx[fxi] |= SoundMixer::FLAG_STEREO;
fxRate[fxi] = FROM_LE_16(wav->samplesPerSec);
// Until the mixer supports LE samples natively, we need to convert our LE ones to BE
// Until the mixer supports LE samples natively, we need to
// convert our LE ones to BE
for (int32 j = 0; j < (bufferSizeFx[fxi] / 2); j++)
bufferFx[fxi][j] = SWAP_BYTES_16(bufferFx[fxi][j]);
fxId[fxi] = id;
}
return(RD_OK);
return RD_OK;
}
int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) {
@ -752,12 +756,12 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
i = GetFxIndex(id);
if (i == MAXFX) {
warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type);
return(RDERR_FXNOTOPEN);
return RDERR_FXNOTOPEN;
}
flagsFx[i] &= ~SoundMixer::FLAG_LOOP;
byte volume;
// Start the sound effect playing
// Start the sound effect playing
if (musicMuted) {
volume = 0;
} else {
@ -768,7 +772,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
i = GetFxIndex(id);
if (i == MAXFX) {
warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type);
return(RDERR_FXNOTOPEN);
return RDERR_FXNOTOPEN;
}
if (loop == 1)
flagsFx[i] |= SoundMixer::FLAG_LOOP;
@ -779,7 +783,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
byte volume;
int8 p;
// Start the sound effect playing
// Start the sound effect playing
if (fxMuted) {
volume = 0;
} else {
@ -813,13 +817,13 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
} else {
hr = OpenFx(id, data);
if (hr != RD_OK) {
return(hr);
return hr;
}
i = GetFxIndex(id);
if (i == MAXFX) {
warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type);
return(RDERR_FXFUCKED);
return RDERR_FXFUCKED;
}
if (loop == 1)
flagsFx[i] |= SoundMixer::FLAG_LOOP;
@ -829,7 +833,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
byte volume;
int8 p;
// Start the sound effect playing
// Start the sound effect playing
if (fxMuted) {
volume = 0;
} else {
@ -840,7 +844,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
}
}
}
return(RD_OK);
return RD_OK;
}
int32 Sword2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) {
@ -876,7 +880,7 @@ int32 Sword2Sound::ClearAllFx(void) {
i = 0;
while (i < MAXFX) {
if ((fxId[i]) && (fxId[i] != (int32) 0xfffffffe) && (fxId[i] != (int32) 0xffffffff)) {
if (fxId[i] && fxId[i] != (int32) 0xfffffffe && fxId[i] != (int32) 0xffffffff) {
g_engine->_mixer->stopHandle(soundHandleFx[i]);
fxId[i] = 0;
fxiPaused[i] = 0;
@ -889,14 +893,14 @@ int32 Sword2Sound::ClearAllFx(void) {
}
i++;
}
return(RD_OK);
return RD_OK;
}
int32 Sword2Sound::CloseFx(int32 id) {
int i;
if (!soundOn)
return(RD_OK);
return RD_OK;
i = GetFxIndex(id);
if (i < MAXFX) {
@ -910,7 +914,7 @@ int32 Sword2Sound::CloseFx(int32 id) {
bufferSizeFx[i] = 0;
flagsFx[i] = 0;
}
return(RD_OK);
return RD_OK;
}
int32 Sword2Sound::PauseFx(void) {
@ -927,7 +931,7 @@ int32 Sword2Sound::PauseFx(void) {
}
fxPaused = 1;
}
return (RD_OK);
return RD_OK;
}
int32 Sword2Sound::PauseFxForSequence(void) {
@ -935,7 +939,7 @@ int32 Sword2Sound::PauseFxForSequence(void) {
if (!fxPaused) {
for (i = 0; i<MAXFX; i++) {
if ((fxId[i]) && (fxId[i] != (int32) 0xfffffffe)) {
if (fxId[i] && fxId[i] != (int32) 0xfffffffe) {
g_engine->_mixer->pauseHandle(soundHandleFx[i], true);
fxiPaused[i] = 1;
} else {
@ -944,7 +948,7 @@ int32 Sword2Sound::PauseFxForSequence(void) {
}
fxPaused = 1;
}
return (RD_OK);
return RD_OK;
}
int32 Sword2Sound::UnpauseFx(void) {
@ -958,7 +962,7 @@ int32 Sword2Sound::UnpauseFx(void) {
}
fxPaused = 0;
}
return (RD_OK);
return RD_OK;
}
uint8 Sword2Sound::GetFxVolume() {
@ -995,7 +999,7 @@ void Sword2Sound::MuteFx(uint8 mute) {
}
uint8 Sword2Sound::IsFxMute(void) {
return (fxMuted);
return fxMuted;
}
int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 looping) {
@ -1075,7 +1079,7 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId,
musEnd[primaryStream] += musFilePos[primaryStream];
// Create a temporary buffer
data8 = (uint8*) malloc(bufferSizeMusic / 2);
data8 = (uint8 *) malloc(bufferSizeMusic / 2);
if (!data8) {
return RDERR_OUTOFMEMORY;
}
@ -1222,7 +1226,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) {
fade = 0;
if (len > 0) {
data8 = (uint8*) malloc(len / 2);
data8 = (uint8 *) malloc(len / 2);
// Allocate a compressed data buffer
if (data8 == NULL) {
g_engine->_mixer->stopHandle(soundHandleMusic[i]);
@ -1237,7 +1241,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) {
fpMus.seek(musFilePos[i], SEEK_SET);
// Read the compressed data in to the buffer
if ((int32) fpMus.read(data8, len / 2) != (len / 2)) {
if ((int32) fpMus.read(data8, len / 2) != len / 2) {
g_engine->_mixer->stopHandle(soundHandleMusic[i]);
free(data8);
musStreaming[i] = 0;
@ -1251,7 +1255,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) {
musFilePos[i] = fpMus.pos();
// decompress the music into the music buffer.
data16 = (uint16*) malloc(len);
data16 = (uint16 *) malloc(len);
// Decompress the first byte using the last
// decompressed sample
@ -1262,7 +1266,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) {
j = 1;
while (j < (uint32)len / 2) {
while (j < (uint32) len / 2) {
if (GetCompressedSign(data8[j]))
data16[j] = data16[j - 1] - (GetCompressedAmplitude(data8[j]) << GetCompressedShift(data8[j]));
else
@ -1275,7 +1279,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) {
#ifndef SCUMM_BIG_ENDIAN
// Until the mixer supports LE samples natively, we
// need to convert our LE ones to BE
for (int32 y = 0; y < (len / 2); y++)
for (int32 y = 0; y < len / 2; y++)
data16[y] = SWAP_BYTES_16(data16[y]);
#endif
@ -1433,7 +1437,7 @@ int32 Sword2Sound::PauseMusic(void) {
}
}
}
return(RD_OK);
return RD_OK;
}
int32 Sword2Sound::UnpauseMusic(void) {
@ -1449,7 +1453,7 @@ int32 Sword2Sound::UnpauseMusic(void) {
}
}
}
return(RD_OK);
return RD_OK;
}
void Sword2Sound::SetMusicVolume(uint8 volume) {
@ -1493,5 +1497,5 @@ void Sword2Sound::MuteMusic(uint8 mute) {
}
uint8 Sword2Sound::IsMusicMute(void) {
return (musicMuted);
return musicMuted;
}