int shotchannel = -1;
Mix_Chunk *boomsound = NULL;
int boomchannel = -1;
+ Mix_Chunk *dropoffsound = NULL;
+ int dropoffchannel = -1;
+ Mix_Chunk *pickupsound = NULL;
+ int pickupchannel = -1;
+ Mix_Chunk *lasersound = NULL;
+ int laserchannel = -1;
+ Mix_Chunk *warningsound = NULL;
+ int warningchannel = -1;
int audio_rate = 22050;
Uint16 audio_format = AUDIO_S16;
shotsound = Mix_LoadWAV("shot.ogg");
boomsound = Mix_LoadWAV("boom.ogg");
+ dropoffsound = Mix_LoadWAV("dropoff.ogg");
+ pickupsound = Mix_LoadWAV("pickup.ogg");
+ lasersound = Mix_LoadWAV("laser.ogg");
+ warningsound = Mix_LoadWAV("warning.ogg");
} else {
sound = 0;
}
//alerts
if(alertright>0){
if(alertright%2==0){
+ warningchannel = play_sound_effect(warningsound);
mvprintw(19,50," >> ");
};
alertright--;
};
if(alertleft>0){
if(alertleft%2==0){
+ warningchannel = play_sound_effect(warningsound);
mvprintw(19,40," << ");
};
alertleft--;
if(sound==1){
Mix_FreeChunk(shotsound);
Mix_FreeChunk(boomsound);
+ Mix_FreeChunk(dropoffsound);
+ Mix_FreeChunk(pickupsound);
+ Mix_FreeChunk(lasersound);
+ Mix_FreeChunk(warningsound);
Mix_CloseAudio();
SDL_Quit();
};
//check for / process pod pickup
for(int podloop = 0; podloop<podmax; podloop++){
if((pod_in==0)&&(pods[podloop].active==1)&&(check_collision(pods[podloop], player)==1)){
+ pickupchannel = play_sound_effect(pickupsound);
pod_in = pods[podloop].number;
pods[podloop].chase = -1;
//stop the chase if we steal the pod
//if pod in hand, check for gate dropoff
if(pod_in>0){
if((abs(player.y-gate.y)<player.speed)&&(player.x>10)){
+ dropoffchannel = play_sound_effect(dropoffsound);
//set pod inactive
for(int podloop = 0; podloop<podmax; podloop++){ if(pod_in==pods[podloop].number){ pods[podloop] = object_out(pods[podloop]); }; };
//if laser, do that
if(laser>0){
drawlaser=1;
+ laserchannel = play_sound_effect(lasersound);
//kill landers
for(int landerloop = 0; landerloop<landermax; landerloop++){
if((abs(player.y-landers[landerloop].y)<=40)&&(player.x==landers[landerloop].x)&&((player.face==0&&(landers[landerloop].y<player.y))||(player.face==1&&(landers[landerloop].y>player.y)))){