/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file newgrf_sound.cpp Handling NewGRF provided sounds. */ #include "stdafx.h" #include "engine_base.h" #include "newgrf.h" #include "newgrf_engine.h" #include "newgrf_sound.h" #include "vehicle_base.h" #include "sound_func.h" #include "core/mem_func.hpp" static SmallVector<SoundEntry, ORIGINAL_SAMPLE_COUNT> _sounds; /* Allocate a new Sound */ SoundEntry *AllocateSound() { SoundEntry *sound = _sounds.Append(); MemSetT(sound, 0); return sound; } void InitializeSoundPool() { _sounds.Clear(); /* Copy original sound data to the pool */ SndCopyToPool(); } SoundEntry *GetSound(SoundID index) { if (index >= _sounds.Length()) return NULL; return &_sounds[index]; } uint GetNumSounds() { return _sounds.Length(); } bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event) { const GRFFile *file = GetEngineGRF(v->engine_type); uint16 callback; /* If the engine has no GRF ID associated it can't ever play any new sounds */ if (file == NULL) return false; /* Check that the vehicle type uses the sound effect callback */ if (!HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_SOUND_EFFECT)) return false; callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v); if (callback == CALLBACK_FAILED) return false; if (callback >= ORIGINAL_SAMPLE_COUNT) callback += file->sound_offset - ORIGINAL_SAMPLE_COUNT; if (callback < GetNumSounds()) SndPlayVehicleFx(callback, v); return true; } bool PlayTileSound(const GRFFile *file, SoundID sound_id, TileIndex tile) { if (sound_id >= ORIGINAL_SAMPLE_COUNT) sound_id += file->sound_offset - ORIGINAL_SAMPLE_COUNT; if (sound_id < GetNumSounds()) { SndPlayTileFx(sound_id, tile); return true; } return false; }