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gameaudio.c
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#include "gameaudio.h"
#include "segmentinfo.h"
#include "audio/bgm/sequence/tracknumbers.h"
#include "audio/sfx/sfx.h"
#ifdef N_AUDIO
#include <nualsgi_n.h>
#else
#include <nualsgi.h>
#endif
#define DEFAULT_INGAME_VOLUME 0x2fff
#ifdef NO_COMPILED_AUDIO
void initializeAudio() {
//
}
void playSound(u32 soundId) {
//
}
void playSoundAtDoublePitch(u32 soundId) {
}
void stopLastPlayedSound() {
//
}
void playMusic(u32 musicId) {
//
}
void stopPlayingMusic() {
//
}
void fadeOutMusic() {
//
}
int isMusicPlaying() {
return 1;
}
#else
static u32 isAudioInitialized = 0;
void setAudioData(void) {
nuAuSeqPlayerBankSet(_midibankSegmentRomStart, _midibankSegmentRomEnd - _midibankSegmentRomStart, _miditableSegmentRomStart);
nuAuSeqPlayerSeqSet(_seqSegmentRomStart);
nuAuSndPlayerBankSet(_sfxbankSegmentRomStart, _sfxbankSegmentRomEnd - _sfxbankSegmentRomStart, _sfxtableSegmentRomStart);
nuAuSeqPlayerSetVol(0, 0x4fff);
}
void initializeAudio() {
if (isAudioInitialized) {
return;
}
#ifdef PAL_ROM
nuAuInitEx();
#else
nuAuInit();
#endif
setAudioData();
isAudioInitialized = 1;
}
void playSound(u32 soundId) {
nuAuSndPlayerPlay(soundId % SFX_COUNT);
// nuAuSndPlayerSetVol(0x4000);
}
void playSoundAtDoublePitch(u32 soundId) {
nuAuSndPlayerPlay(soundId % SFX_COUNT);
nuAuSndPlayerSetPitch(1.f + (0.0578f * 2.f));
}
void stopLastPlayedSound() {
nuAuSndPlayerStop();
}
void playMusic(u32 musicId) {
nuAuSeqPlayerStop(0);
nuAuSeqPlayerSetNo(0, musicId % TRACK_COUNT);
nuAuSeqPlayerPlay(0);
}
void stopPlayingMusic() {
if (nuAuSeqPlayerGetState(0) == AL_PLAYING) {
nuAuSeqPlayerFadeOut(0, 25);
}
}
void fadeOutMusic() {
if (nuAuSeqPlayerGetState(0) == AL_PLAYING) {
nuAuSeqPlayerFadeOut(0, 25);
}
}
int isMusicPlaying() {
return (nuAuSeqPlayerGetState(0) == AL_PLAYING);
}
#endif