#include "game_audio.h" #include "soundbank.h" #include "soundbank_bin.h" void audio_setup(AudioContext &audio) { mmInitDefaultMem((mm_addr)soundbank_bin); mmLoad(MOD_0RIGIN); mmLoadEffect(SFX_332629__TREASURESOUNDS__ITEM_PICKUP); mmLoadEffect(SFX_BOOM); mmLoadEffect(SFX_167127__CRISSTANZA__PAUSE); mmLoadEffect(SFX_167126__CRISSTANZA__UNPAUSE); mmLoadEffect(SFX_273792__PACOMAV__PLOP); mmLoadEffect(SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED); audio.sfx_pickup = { { SFX_332629__TREASURESOUNDS__ITEM_PICKUP }, (int)(1.0f * (1 << 10)), 0, 255, 128, }; audio.sfx_boom = { { SFX_BOOM }, (int)(1.0f * (1 << 10)), 1, 255, 128, }; audio.sfx_pause = { { SFX_167127__CRISSTANZA__PAUSE }, (int)(1.0f * (1 << 10)), 2, 255, 128, }; audio.sfx_unpause = { { SFX_167126__CRISSTANZA__UNPAUSE }, (int)(1.0f * (1 << 10)), 3, 255, 128, }; audio.sfx_plop = { { SFX_273792__PACOMAV__PLOP }, (int)(1.0f * (1 << 10)), 4, 128, 128, }; audio.sfx_fail = { { SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED }, (int)(1.0f * (1 << 10)), 4, 255, 128, }; } void audio_start_music(const AudioContext &audio) { mmStart(MOD_0RIGIN, MM_PLAY_LOOP); if (!audio.musicEnabled) { mmPause(); } } void audio_stop_music() { mmStop(); } void audio_pause_music_if_enabled(const AudioContext &audio) { if (audio.musicEnabled) { mmPause(); } } void audio_resume_music_if_enabled(const AudioContext &audio) { if (audio.musicEnabled) { mmResume(); } } void audio_play_pickup(const AudioContext &audio) { mmEffectEx(&audio.sfx_pickup); } void audio_play_boom(const AudioContext &audio) { mmEffectEx(&audio.sfx_boom); } void audio_play_plop(const AudioContext &audio) { mmEffectEx(&audio.sfx_plop); } void audio_play_pause(const AudioContext &audio) { mmEffectEx(&audio.sfx_pause); } void audio_play_unpause(const AudioContext &audio) { mmEffectEx(&audio.sfx_unpause); } void audio_play_fail(const AudioContext &audio) { mmEffectEx(&audio.sfx_fail); } bool audio_toggle_music(AudioContext &audio) { audio.musicEnabled = !audio.musicEnabled; if (audio.musicEnabled) { mmResume(); } else { mmPause(); } return audio.musicEnabled; } bool audio_is_music_enabled(const AudioContext &audio) { return audio.musicEnabled; }