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Codechange: verify the presence of music files in the gm folder. Slightly altered r5464 to exclude the addition of music.c and left out the extra functionality. While in essence this is not a true fix, several people have reported a rising CPU usage because Dmusic kept indefinitely looping the file list. This should solve that.
102 lines
2.4 KiB
C
102 lines
2.4 KiB
C
/* $Id$ */
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#ifndef SOUND_H
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#define SOUND_H
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typedef struct MusicFileSettings {
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byte playlist;
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byte music_vol;
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byte effect_vol;
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byte custom_1[33];
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byte custom_2[33];
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bool playing;
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bool shuffle;
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char extmidi[80];
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} MusicFileSettings;
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VARDEF MusicFileSettings msf;
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bool SoundInitialize(const char *filename);
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typedef enum SoundFx {
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SND_02_SPLAT, // 0 == 0x00 !
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SND_03_FACTORY_WHISTLE,
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SND_04_TRAIN,
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SND_05_TRAIN_THROUGH_TUNNEL,
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SND_06_SHIP_HORN,
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SND_07_FERRY_HORN,
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SND_08_PLANE_TAKE_OFF,
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SND_09_JET,
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SND_0A_TRAIN_HORN,
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SND_0B_MINING_MACHINERY,
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SND_0C_ELECTRIC_SPARK,
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SND_0D_STEAM,
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SND_0E_LEVEL_CROSSING,
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SND_0F_VEHICLE_BREAKDOWN,
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SND_10_TRAIN_BREAKDOWN,
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SND_11_CRASH,
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SND_12_EXPLOSION, // 16 == 0x10
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SND_13_BIG_CRASH,
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SND_14_CASHTILL,
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SND_15_BEEP, // 19 == 0x13
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SND_16_MORSE, // 20 == 0x14
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SND_17_SKID_PLANE,
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SND_18_HELICOPTER,
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SND_19_BUS_START_PULL_AWAY,
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SND_1A_BUS_START_PULL_AWAY_WITH_HORN,
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SND_1B_TRUCK_START,
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SND_1C_TRUCK_START_2,
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SND_1D_APPLAUSE,
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SND_1E_OOOOH,
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SND_1F_SPLAT, // 29 == 0x1D
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SND_20_SPLAT_2, // 30 == 0x1E
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SND_21_JACKHAMMER,
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SND_22_CAR_HORN,
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SND_23_CAR_HORN_2,
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SND_24_SHEEP,
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SND_25_COW,
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SND_26_HORSE,
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SND_27_BLACKSMITH_ANVIL,
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SND_28_SAWMILL, // 38 == 0x26 !
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SND_00_GOOD_YEAR, // 39 == 0x27 !
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SND_01_BAD_YEAR, // 40 == 0x28 !
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SND_29_RIP, // 41 == 0x29 !
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SND_2A_EXTRACT_AND_POP,
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SND_2B_COMEDY_HIT,
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SND_2C_MACHINERY,
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SND_2D_RIP_2,
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SND_2E_EXTRACT_AND_POP,
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SND_2F_POP,
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SND_30_CARTOON_SOUND,
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SND_31_EXTRACT,
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SND_32_POP_2,
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SND_33_PLASTIC_MINE,
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SND_34_WIND,
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SND_35_COMEDY_BREAKDOWN,
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SND_36_CARTOON_CRASH,
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SND_37_BALLOON_SQUEAK,
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SND_38_CHAINSAW,
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SND_39_HEAVY_WIND,
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SND_3A_COMEDY_BREAKDOWN_2,
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SND_3B_JET_OVERHEAD,
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SND_3C_COMEDY_CAR,
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SND_3D_ANOTHER_JET_OVERHEAD,
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SND_3E_COMEDY_CAR_2,
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SND_3F_COMEDY_CAR_3,
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SND_40_COMEDY_CAR_START_AND_PULL_AWAY,
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SND_41_MAGLEV,
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SND_42_LOON_BIRD,
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SND_43_LION,
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SND_44_MONKEYS,
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SND_45_PLANE_CRASHING,
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SND_46_PLANE_ENGINE_SPUTTERING,
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SND_47_MAGLEV_2,
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SND_48_DISTANT_BIRD // 72 == 0x48
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} SoundFx;
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void SndPlayTileFx(SoundFx sound, TileIndex tile);
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void SndPlayVehicleFx(SoundFx sound, const Vehicle *v);
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void SndPlayFx(SoundFx sound);
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#endif /* SOUND_H */
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