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![Eugene Sandulenko](/assets/img/avatar_default.png)
o text formatting is not consistent with rules, just indent utility is too dumb for that o it does not use OSystem, i.e. it runs on direct SDL calls o it may not even compile on your box o if you enable it, expect zillions of warnings o no sound Now it runs ITE intro as reinherit did svn-id: r13564
174 lines
2.9 KiB
C++
174 lines
2.9 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "reinherit.h"
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#include "yslib.h"
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/*
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* Uses the following modules:
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\*--------------------------------------------------------------------------*/
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#include "game_mod.h"
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#include "rscfile_mod.h"
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namespace Saga {
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/*
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* Begin module component
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\*--------------------------------------------------------------------------*/
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static int SoundInitialized = 0;
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static R_RSCFILE_CONTEXT *SoundContext;
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static R_RSCFILE_CONTEXT *VoiceContext;
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int SYSSOUND_Init(int enabled)
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{
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int result;
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YS_IGNORE_PARAM(enabled);
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if (SoundInitialized) {
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return R_FAILURE;
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}
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/* Load sound module resource file contexts
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* \*------------------------------------------------------------- */
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result = GAME_GetFileContext(&SoundContext, R_GAME_SOUNDFILE, 0);
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if (result != R_SUCCESS) {
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return R_FAILURE;
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}
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result = GAME_GetFileContext(&VoiceContext, R_GAME_VOICEFILE, 0);
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if (result != R_SUCCESS) {
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return R_FAILURE;
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}
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SoundInitialized = 1;
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return R_SUCCESS;
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}
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int SYSSOUND_Shutdown()
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{
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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SoundInitialized = 0;
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return R_SUCCESS;
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}
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int SYSSOUND_Play(int sound_rn, int channel)
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{
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(void)sound_rn;
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(void)channel;
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int SYSSOUND_Pause(int channel)
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{
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(void)channel;
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int SYSSOUND_Resume(int channel)
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{
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(void)channel;
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int SYSSOUND_Stop(int channel)
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{
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(void)channel;
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int SYSSOUND_PlayVoice(R_SOUNDBUFFER * buf)
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{
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(void)buf;
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int SYSSOUND_PauseVoice(void)
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{
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int SYSSOUND_ResumeVoice(void)
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{
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int SYSSOUND_StopVoice(void)
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{
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if (!SoundInitialized) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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} // End of namespace Saga
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