hedgewars/uSound.pas
author dag10
Sun, 27 Jan 2013 20:17:30 -0500
changeset 8453 06541556df53
parent 8370 0c79946e96f8
child 8444 75db7bb8dce8
child 8471 7681d14b9f01
permissions -rw-r--r--
Reorganized layout and appearance of rooms list page. Creating a new room uses a dialog prompt for the room name, which is preset to whatever your last room name was. Removed dotted rectangle around selected cell in rooms list. Removed bug where gamecfgwidget would be in master mode when joining a game as a slave. Can now join selected room when return is pressed. Can also move room selection while room search box has focus.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program 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 of the License
 *
 * This program 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 this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uSound;
(*
 * This unit controls the sounds and music of the game.
 * Doesn't really do anything if isSoundEnabled = false and isMusicEnabled = false
 *
 * There are three basic types of sound controls:
 *    Music        - The background music of the game:
 *                   * will only be played if isMusicEnabled = true
 *                   * can be started, changed, paused and resumed
 *    Sound        - Can be started and stopped
 *    Looped Sound - Subtype of sound: plays in a loop using a
 *                   "channel", of which the id is returned on start.
 *                   The channel id can be used to stop a specific sound loop.
 *)
interface
uses SDLh, uConsts, uTypes, SysUtils;

procedure preInitModule;
procedure initModule;
procedure freeModule;

procedure InitSound;                            // Initiates sound-system if isSoundEnabled.
procedure ReleaseSound(complete: boolean);      // Releases sound-system and used resources.
procedure ResetSound;                           // Reset sound state to the previous state.
procedure SetSound(enabled: boolean);           // Enable/disable sound-system and backup status.

// MUSIC

// Obvious music commands for music track
procedure SetMusic(enabled: boolean);           // Enable/disable music.
procedure SetMusicName(musicname: shortstring); // Set name of the file to play.
procedure PlayMusic;                            // Play music from the start.
procedure PauseMusic;                           // Pause music.
procedure ResumeMusic;                          // Resume music from pause point.
procedure ChangeMusic(musicname: shortstring);  // Replaces music track with musicname and plays it.
procedure StopMusic;                            // Stops and releases the current track.


// SOUNDS

// Plays the sound snd [from a given voicepack],
// if keepPlaying is given and true,
// then the sound's playback won't be interrupted if asked to play again.
procedure PlaySound(snd: TSound);
procedure PlaySound(snd: TSound; keepPlaying: boolean);
procedure PlaySoundV(snd: TSound; voicepack: PVoicepack);
procedure PlaySoundV(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);

// Plays sound snd [of voicepack] in a loop, but starts with fadems milliseconds of fade-in.
// Returns sound channel of the looped sound.
function  LoopSound(snd: TSound): LongInt;
function  LoopSound(snd: TSound; fadems: LongInt): LongInt;
function  LoopSoundV(snd: TSound; voicepack: PVoicepack): LongInt; // WTF?
function  LoopSoundV(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;

// Stops the normal/looped sound of the given type/in the given channel
// [with a fade-out effect for fadems milliseconds].
procedure StopSound(snd: TSound);
procedure StopSoundChan(chn: LongInt);
procedure StopSoundChan(chn, fadems: LongInt);

procedure AddVoice(snd: TSound; voicepack: PVoicepack);
procedure PlayNextVoice;


// GLOBAL FUNCTIONS

// Drastically lower the volume when we lose focus (and restore the previous value).
procedure DampenAudio;
procedure UndampenAudio;

// Mute/Unmute audio
procedure MuteAudio;


// MISC

// Set the initial volume
procedure SetVolume(vol: LongInt);

// Modifies the sound volume of the game by voldelta and returns the new volume level.
function  ChangeVolume(voldelta: LongInt): LongInt;

// Returns a pointer to the voicepack with the given name.
function  AskForVoicepack(name: shortstring): Pointer;


implementation
uses uVariables, uConsole, uCommands, uDebug, uPhysFSLayer;

const chanTPU = 32;
var Volume: LongInt;
    cInitVolume: LongInt;
    previousVolume: LongInt; // cached volume value
    lastChan: array [TSound] of LongInt;
    voicepacks: array[0..cMaxTeams] of TVoicepack;
    defVoicepack: PVoicepack;
    Mus: PMixMusic; // music pointer
    MusicFN: shortstring; // music file name
    isMusicEnabled: boolean;
    isSoundEnabled: boolean;
    isSEBackup: boolean;
    VoiceList : array[0..7] of TVoice =  (
                    ( snd: sndNone; voicepack: nil),
                    ( snd: sndNone; voicepack: nil),
                    ( snd: sndNone; voicepack: nil),
                    ( snd: sndNone; voicepack: nil),
                    ( snd: sndNone; voicepack: nil),
                    ( snd: sndNone; voicepack: nil),
                    ( snd: sndNone; voicepack: nil),
                    ( snd: sndNone; voicepack: nil));
    Soundz: array[TSound] of record
            FileName: string[31];
            Path    : TPathType;
            end = (
            (FileName:                         ''; Path: ptNone  ),// sndNone
            (FileName:        'grenadeimpact.ogg'; Path: ptSounds),// sndGrenadeImpact
            (FileName:            'explosion.ogg'; Path: ptSounds),// sndExplosion
            (FileName:         'throwpowerup.ogg'; Path: ptSounds),// sndThrowPowerUp
            (FileName:         'throwrelease.ogg'; Path: ptSounds),// sndThrowRelease
            (FileName:               'splash.ogg'; Path: ptSounds),// sndSplash
            (FileName:        'shotgunreload.ogg'; Path: ptSounds),// sndShotgunReload
            (FileName:          'shotgunfire.ogg'; Path: ptSounds),// sndShotgunFire
            (FileName:          'graveimpact.ogg'; Path: ptSounds),// sndGraveImpact
            (FileName:           'mineimpact.ogg'; Path: ptSounds),// sndMineImpact
            (FileName:             'minetick.ogg'; Path: ptSounds),// sndMineTicks
            (FileName:             'Droplet1.ogg'; Path: ptSounds),// sndMudballImpact
            (FileName:           'pickhammer.ogg'; Path: ptSounds),// sndPickhammer
            (FileName:                  'gun.ogg'; Path: ptSounds),// sndGun
            (FileName:                  'bee.ogg'; Path: ptSounds),// sndBee
            (FileName:                'Jump1.ogg'; Path: ptVoices),// sndJump1
            (FileName:                'Jump2.ogg'; Path: ptVoices),// sndJump2
            (FileName:                'Jump3.ogg'; Path: ptVoices),// sndJump3
            (FileName:               'Yessir.ogg'; Path: ptVoices),// sndYesSir
            (FileName:                'Laugh.ogg'; Path: ptVoices),// sndLaugh
            (FileName:            'Illgetyou.ogg'; Path: ptVoices),// sndIllGetYou
            (FileName:          'JustYouWait.ogg'; Path: ptVoices),// sndJustYouWait
            (FileName:             'Incoming.ogg'; Path: ptVoices),// sndIncoming
            (FileName:               'Missed.ogg'; Path: ptVoices),// sndMissed
            (FileName:               'Stupid.ogg'; Path: ptVoices),// sndStupid
            (FileName:           'Firstblood.ogg'; Path: ptVoices),// sndFirstBlood
            (FileName:               'Boring.ogg'; Path: ptVoices),// sndBoring
            (FileName:               'Byebye.ogg'; Path: ptVoices),// sndByeBye
            (FileName:             'Sameteam.ogg'; Path: ptVoices),// sndSameTeam
            (FileName:               'Nutter.ogg'; Path: ptVoices),// sndNutter
            (FileName:       'Reinforcements.ogg'; Path: ptVoices),// sndReinforce
            (FileName:              'Traitor.ogg'; Path: ptVoices),// sndTraitor
            (FileName:      'Youllregretthat.ogg'; Path: ptVoices),// sndRegret
            (FileName:            'Enemydown.ogg'; Path: ptVoices),// sndEnemyDown
            (FileName:               'Coward.ogg'; Path: ptVoices),// sndCoward
            (FileName:                'Hurry.ogg'; Path: ptVoices),// sndHurry
            (FileName:              'Watchit.ogg'; Path: ptVoices),// sndWatchIt
            (FileName:             'Kamikaze.ogg'; Path: ptVoices),// sndKamikaze
            (FileName:                'cake2.ogg'; Path: ptSounds),// sndCake
            (FileName:                  'Ow1.ogg'; Path: ptVoices),// sndOw1
            (FileName:                  'Ow2.ogg'; Path: ptVoices),// sndOw2
            (FileName:                  'Ow3.ogg'; Path: ptVoices),// sndOw3
            (FileName:                  'Ow4.ogg'; Path: ptVoices),// sndOw4
            (FileName:           'Firepunch1.ogg'; Path: ptVoices),// sndFirepunch1
            (FileName:           'Firepunch2.ogg'; Path: ptVoices),// sndFirepunch2
            (FileName:           'Firepunch3.ogg'; Path: ptVoices),// sndFirepunch3
            (FileName:           'Firepunch4.ogg'; Path: ptVoices),// sndFirepunch4
            (FileName:           'Firepunch5.ogg'; Path: ptVoices),// sndFirepunch5
            (FileName:           'Firepunch6.ogg'; Path: ptVoices),// sndFirepunch6
            (FileName:                'Melon.ogg'; Path: ptVoices),// sndMelon
            (FileName:              'Hellish.ogg'; Path: ptSounds),// sndHellish
            (FileName:               'Yoohoo.ogg'; Path: ptSounds),// sndYoohoo
            (FileName:              'rcplane.ogg'; Path: ptSounds),// sndRCPlane
            (FileName:            'whipcrack.ogg'; Path: ptSounds),// sndWhipCrack
            (FileName:'ride_of_the_valkyries.ogg'; Path: ptSounds),// sndRideOfTheValkyries
            (FileName:               'denied.ogg'; Path: ptSounds),// sndDenied
            (FileName:               'placed.ogg'; Path: ptSounds),// sndPlaced
            (FileName:          'baseballbat.ogg'; Path: ptSounds),// sndBaseballBat
            (FileName:                'steam.ogg'; Path: ptSounds),// sndVaporize
            (FileName:                 'warp.ogg'; Path: ptSounds),// sndWarp
            (FileName:          'suddendeath.ogg'; Path: ptSounds),// sndSuddenDeath
            (FileName:               'mortar.ogg'; Path: ptSounds),// sndMortar
            (FileName:         'shutterclick.ogg'; Path: ptSounds),// sndShutter
            (FileName:              'homerun.ogg'; Path: ptSounds),// sndHomerun
            (FileName:              'molotov.ogg'; Path: ptSounds),// sndMolotov
            (FileName:            'Takecover.ogg'; Path: ptVoices),// sndCover
            (FileName:                'Uh-oh.ogg'; Path: ptVoices),// sndUhOh
            (FileName:                 'Oops.ogg'; Path: ptVoices),// sndOops
            (FileName:                 'Nooo.ogg'; Path: ptVoices),// sndNooo
            (FileName:                'Hello.ogg'; Path: ptVoices),// sndHello
            (FileName:             'ropeshot.ogg'; Path: ptSounds),// sndRopeShot
            (FileName:           'ropeattach.ogg'; Path: ptSounds),// sndRopeAttach
            (FileName:          'roperelease.ogg'; Path: ptSounds),// sndRopeRelease
            (FileName:            'switchhog.ogg'; Path: ptSounds),// sndSwitchHog
            (FileName:              'Victory.ogg'; Path: ptVoices),// sndVictory
            (FileName:             'Flawless.ogg'; Path: ptVoices),// sndFlawless
            (FileName:         'sniperreload.ogg'; Path: ptSounds),// sndSniperReload
            (FileName:                'steps.ogg'; Path: ptSounds),// sndSteps
            (FileName:           'lowgravity.ogg'; Path: ptSounds),// sndLowGravity
            (FileName:           'hell_growl.ogg'; Path: ptSounds),// sndHellishImpact1
            (FileName:            'hell_ooff.ogg'; Path: ptSounds),// sndHellishImpact2
            (FileName:              'hell_ow.ogg'; Path: ptSounds),// sndHellishImpact3
            (FileName:             'hell_ugh.ogg'; Path: ptSounds),// sndHellishImpact4
            (FileName:          'melonimpact.ogg'; Path: ptSounds),// sndMelonImpact
            (FileName:             'Droplet1.ogg'; Path: ptSounds),// sndDroplet1
            (FileName:             'Droplet2.ogg'; Path: ptSounds),// sndDroplet2
            (FileName:             'Droplet3.ogg'; Path: ptSounds),// sndDroplet3
            (FileName:                  'egg.ogg'; Path: ptSounds),// sndEggBreak
            (FileName:             'drillgun.ogg'; Path: ptSounds),// sndDrillRocket
            (FileName:          'PoisonCough.ogg'; Path: ptVoices),// sndPoisonCough
            (FileName:           'PoisonMoan.ogg'; Path: ptVoices),// sndPoisonMoan
            (FileName:             'BirdyLay.ogg'; Path: ptSounds),// sndBirdyLay
            (FileName:              'Whistle.ogg'; Path: ptSounds),// sndWhistle
            (FileName:             'beewater.ogg'; Path: ptSounds),// sndBeeWater
            (FileName:                   '1C.ogg'; Path: ptSounds),// sndPiano0
            (FileName:                   '2D.ogg'; Path: ptSounds),// sndPiano1
            (FileName:                   '3E.ogg'; Path: ptSounds),// sndPiano2
            (FileName:                   '4F.ogg'; Path: ptSounds),// sndPiano3
            (FileName:                   '5G.ogg'; Path: ptSounds),// sndPiano4
            (FileName:                   '6A.ogg'; Path: ptSounds),// sndPiano5
            (FileName:                   '7B.ogg'; Path: ptSounds),// sndPiano6
            (FileName:                   '8C.ogg'; Path: ptSounds),// sndPiano7
            (FileName:                   '9D.ogg'; Path: ptSounds),// sndPiano8
            (FileName:                 'skip.ogg'; Path: ptSounds),// sndSkip
            (FileName:              'sinegun.ogg'; Path: ptSounds),// sndSineGun
            (FileName:                'Ooff1.ogg'; Path: ptVoices),// sndOoff1
            (FileName:                'Ooff2.ogg'; Path: ptVoices),// sndOoff2
            (FileName:                'Ooff3.ogg'; Path: ptVoices),// sndOoff3
            (FileName:               'hammer.ogg'; Path: ptSounds),// sndWhack
            (FileName:           'Comeonthen.ogg'; Path: ptVoices),// sndComeonthen
            (FileName:            'parachute.ogg'; Path: ptSounds),// sndParachute
            (FileName:                 'bump.ogg'; Path: ptSounds),// sndBump
            (FileName:            'hogchant3.ogg'; Path: ptSounds),// sndResurrector
            (FileName:                'plane.ogg'; Path: ptSounds),// sndPlane
            (FileName:               'TARDIS.ogg'; Path: ptSounds) // sndTardis
            );



function  AskForVoicepack(name: shortstring): Pointer;
var i: Longword;
    locName, path: shortstring;
begin
i:= 0;
    // First, attempt to locate a localised version of the voice
    if cLocale <> 'en' then
        begin
        locName:= name+'_'+cLocale;
        path:= cPathz[ptVoices] + '/' + locName;
        if DirectoryExists(path) then
            name:= locName
        else
            if Length(cLocale) > 3 then
                begin
                locName:= name+'_'+Copy(cLocale,1,2);
                path:= cPathz[ptVoices] + '/' + locName;
                if DirectoryExists(path) then
                    name:= locName
                end
        end;

    // If that fails, use the unmodified one
    while (voicepacks[i].name <> name) and (voicepacks[i].name <> '') do
        begin
        inc(i);
        TryDo(i <= cMaxTeams, 'Engine bug: AskForVoicepack i > cMaxTeams', true)
        end;

    voicepacks[i].name:= name;
    AskForVoicepack:= @voicepacks[i]
end;

procedure InitSound;
const channels: LongInt = {$IFDEF MOBILE}1{$ELSE}2{$ENDIF};
var success: boolean;
begin
    if not (isSoundEnabled or isMusicEnabled) then
        exit;
    WriteToConsole('Init sound...');
    success:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0;

    if success then
        success:= Mix_OpenAudio(44100, $8010, channels, 1024) = 0;

    if success then
        WriteLnToConsole(msgOK)
    else
    begin
        WriteLnToConsole(msgFailed);
        isSoundEnabled:= false;
        isMusicEnabled:= false;
    end;

    WriteToConsole('Init SDL_mixer... ');
    SDLTry(Mix_Init(MIX_INIT_OGG) <> 0, true);
    WriteLnToConsole(msgOK);

    Mix_AllocateChannels(Succ(chanTPU));
    ChangeVolume(cInitVolume);	
end;

procedure ResetSound;
begin
    isSoundEnabled:= isSEBackup;
end;

procedure SetSound(enabled: boolean);
begin
    isSEBackup:= isSoundEnabled;
    isSoundEnabled:= enabled;
end;

// when complete is false, this procedure just releases some of the chucks on inactive channels
// in this way music is not stopped, nor are chucks currently being played
procedure ReleaseSound(complete: boolean);
var i: TSound;
    t: Longword;
begin
    // release and nil all sounds
    for t:= 0 to cMaxTeams do
        if voicepacks[t].name <> '' then
            for i:= Low(TSound) to High(TSound) do
                if voicepacks[t].chunks[i] <> nil then
                    if complete or (Mix_Playing(lastChan[i]) = 0) then
                        begin
                        Mix_HaltChannel(lastChan[i]);
                        lastChan[i]:= -1;
                        Mix_FreeChunk(voicepacks[t].chunks[i]);
                        voicepacks[t].chunks[i]:= nil;
                        end;

    // stop music
    if complete then
        begin
        if Mus <> nil then
            begin
            Mix_HaltMusic();
            Mix_FreeMusic(Mus);
            Mus:= nil;
            end;

        // make sure all instances of sdl_mixer are unloaded before continuing
        while Mix_Init(0) <> 0 do
            Mix_Quit();

        Mix_CloseAudio();
        end;
end;

procedure PlaySound(snd: TSound);
begin
    PlaySoundV(snd, nil, false);
end;

procedure PlaySound(snd: TSound; keepPlaying: boolean);
begin
    PlaySoundV(snd, nil, keepPlaying);
end;

procedure PlaySoundV(snd: TSound; voicepack: PVoicepack);
begin
    PlaySoundV(snd, voicepack, false);
end;

procedure PlaySoundV(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
var s:shortstring;
begin
    if (not isSoundEnabled) or fastUntilLag then
        exit;

    if keepPlaying and (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
        exit;

    if (voicepack <> nil) then
        begin
        if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
            begin
            s:= cPathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
            if (not pfsExists(s)) and (snd in [sndFirePunch2, sndFirePunch3, sndFirePunch4, sndFirePunch5, sndFirePunch6]) then
                s:= cPathz[Soundz[sndFirePunch1].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
            WriteToConsole(msgLoading + s + ' ');
            voicepack^.chunks[snd]:= Mix_LoadWAV_RW(rwopsOpenRead(s), 1);
            if voicepack^.chunks[snd] = nil then
                WriteLnToConsole(msgFailed)
            else
                WriteLnToConsole(msgOK)
            end;
        lastChan[snd]:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], 0, -1)
        end
    else
        begin
        if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
            begin
            s:= cPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
            WriteToConsole(msgLoading + s + ' ');
            defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(rwopsOpenRead(s), 1);
            SDLTry(defVoicepack^.chunks[snd] <> nil, true);
            WriteLnToConsole(msgOK);
            end;
        lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], 0, -1)
        end;
end;

procedure AddVoice(snd: TSound; voicepack: PVoicepack);
var i : LongInt;
begin
    if (not isSoundEnabled) or fastUntilLag or ((LastVoice.snd = snd) and  (LastVoice.voicepack = voicepack)) then
        exit;
    if (snd = sndVictory) or (snd = sndFlawless) then
        begin
        Mix_FadeOutChannel(-1, 800);
        for i:= 0 to High(VoiceList) do
            VoiceList[i].snd:= sndNone;
        LastVoice.snd:= sndNone;
        end;

    i:= 0;
    while (i<8) and (VoiceList[i].snd <> sndNone) do
        inc(i);

    // skip playing same sound for same hog twice
    if (i>0) and (VoiceList[i-1].snd = snd) and (VoiceList[i-1].voicepack = voicepack) then
        exit;
    VoiceList[i].snd:= snd;
    VoiceList[i].voicepack:= voicepack;
end;

procedure PlayNextVoice;
var i : LongInt;
begin
    if (not isSoundEnabled) or fastUntilLag or ((LastVoice.snd <> sndNone) and (lastChan[LastVoice.snd] <> -1) and (Mix_Playing(lastChan[LastVoice.snd]) <> 0)) then
        exit;
    i:= 0;
    while (i<High(VoiceList)) and (VoiceList[i].snd = sndNone) do
        inc(i);
    
    if (VoiceList[i].snd <> sndNone) then
        begin
        LastVoice.snd:= VoiceList[i].snd;
        LastVoice.voicepack:= VoiceList[i].voicepack;
        VoiceList[i].snd:= sndNone;
        PlaySoundV(LastVoice.snd, LastVoice.voicepack)
        end
    else LastVoice.snd:= sndNone;
end;

function LoopSound(snd: TSound): LongInt;
begin
    LoopSound:= LoopSoundV(snd, nil)
end;

function LoopSound(snd: TSound; fadems: LongInt): LongInt;
begin
    LoopSound:= LoopSoundV(snd, nil, fadems)
end;

function LoopSoundV(snd: TSound; voicepack: PVoicepack): LongInt;
begin
    voicepack:= voicepack;    // avoid compiler hint
    LoopSoundV:= LoopSoundV(snd, nil, 0)
end;

function LoopSoundV(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;
var s: shortstring;
begin
    if (not isSoundEnabled) or fastUntilLag then
        begin
        LoopSoundV:= -1;
        exit
        end;

    if (voicepack <> nil) then
        begin
        if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
           begin
            s:= cPathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
            WriteToConsole(msgLoading + s + ' ');
            voicepack^.chunks[snd]:= Mix_LoadWAV_RW(rwopsOpenRead(s), 1);
            if voicepack^.chunks[snd] = nil then
                WriteLnToConsole(msgFailed)
            else
                WriteLnToConsole(msgOK)
            end;
        LoopSoundV:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1)
        end
    else
        begin
        if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
            begin
            s:= cPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
            WriteToConsole(msgLoading + s + ' ');
            defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(rwopsOpenRead(s), 1);
            SDLTry(defVoicepack^.chunks[snd] <> nil, true);
            WriteLnToConsole(msgOK);
            end;
        if fadems > 0 then
            LoopSoundV:= Mix_FadeInChannelTimed(-1, defVoicepack^.chunks[snd], -1, fadems, -1)
        else
            LoopSoundV:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1);
        end;
end;

procedure StopSound(snd: TSound);
begin
    if not isSoundEnabled then
        exit;

    if (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
        begin
        Mix_HaltChannel(lastChan[snd]);
        lastChan[snd]:= -1;
        end;
end;

procedure StopSoundChan(chn: LongInt);
begin
    if not isSoundEnabled then
        exit;

    if (chn <> -1) and (Mix_Playing(chn) <> 0) then
        Mix_HaltChannel(chn);
end;

procedure StopSoundChan(chn, fadems: LongInt);
begin
    if not isSoundEnabled then
        exit;

    if (chn <> -1) and (Mix_Playing(chn) <> 0) then
        Mix_FadeOutChannel(chn, fadems);
end;

procedure PlayMusic;
var s: shortstring;
begin
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    s:= '/Music/' + MusicFN;
    WriteToConsole(msgLoading + s + ' ');

    Mus:= Mix_LoadMUS_RW(rwopsOpenRead(s));
    SDLTry(Mus <> nil, false);
    WriteLnToConsole(msgOK);

    SDLTry(Mix_FadeInMusic(Mus, -1, 3000) <> -1, false)
end;

procedure SetVolume(vol: LongInt);
begin
    cInitVolume:= vol;
end;

function ChangeVolume(voldelta: LongInt): LongInt;
begin
    ChangeVolume:= 0;
    if not (isSoundEnabled or isMusicEnabled) or ((voldelta = 0) and (not (cInitVolume = 0))) then
        exit;

    inc(Volume, voldelta);
    if Volume < 0 then
        Volume:= 0;
    // apply Volume to all channels
    Mix_Volume(-1, Volume);
    // get assigned Volume
    Volume:= Mix_Volume(-1, -1);
    if isMusicEnabled then
        Mix_VolumeMusic(Volume * 4 div 8);
    ChangeVolume:= Volume * 100 div MIX_MAX_VOLUME;

    if (isMusicEnabled) then
        if (Volume = 0) then
            PauseMusic
            else
            ResumeMusic;

    isAudioMuted:= (Volume = 0);
end;

procedure DampenAudio;
begin
    if (isAudioMuted) then
        exit;
    previousVolume:= Volume;
    ChangeVolume(-Volume * 7 div 9);
end;

procedure UndampenAudio;
begin
     if (isAudioMuted) then
        exit;
    ChangeVolume(previousVolume - Volume);
end;

procedure MuteAudio;
begin
    if not (isSoundEnabled or isMusicEnabled) then
        exit;

    if (isAudioMuted) then
    begin
        ResumeMusic;
        ChangeVolume(previousVolume);
    end
    else
    begin
        PauseMusic;
        previousVolume:= Volume;
        ChangeVolume(-Volume);
    end;

    // isAudioMuted is updated in ChangeVolume
end;

procedure SetMusic(enabled: boolean);
begin
    isMusicEnabled:= enabled;
end;

procedure SetMusicName(musicname: shortstring);
begin
    MusicFN:= musicname;
end;

procedure PauseMusic;
begin
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    if Mus <> nil then
        Mix_PauseMusic(Mus);
end;

procedure ResumeMusic;
begin
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    if Mus <> nil then
        Mix_ResumeMusic(Mus);
end;

procedure ChangeMusic(musicname: shortstring);
begin
    MusicFN:= musicname;
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    StopMusic;
    PlayMusic;
end;

procedure StopMusic;
begin
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    if Mus <> nil then
        begin
        Mix_FreeMusic(Mus);
        Mus:= nil;
        end
end;

procedure chVoicepack(var s: shortstring);
begin
    if CurrentTeam = nil then
        OutError(errmsgIncorrectUse + ' "/voicepack"', true);
    if s[1]='"' then Delete(s, 1, 1);
    if s[byte(s[0])]='"' then
        Delete(s, byte(s[0]), 1);
    CurrentTeam^.voicepack:= AskForVoicepack(s)
end;

procedure chMute(var s: shortstring);
begin
    s:= s; // avoid compiler hint
    MuteAudio;
end;

procedure preInitModule;
begin
    isMusicEnabled:= true;
    isSoundEnabled:= true;
    cInitVolume:= 100;
end;

procedure initModule;
var t: LongInt;
    i: TSound;
begin
    RegisterVariable('voicepack', @chVoicepack, false);
    RegisterVariable('mute'     , @chMute     , true );

    MusicFN:='';
    Mus:= nil;
    isAudioMuted:= false;
    isSEBackup:= isSoundEnabled;
    Volume:= 0;
    defVoicepack:= AskForVoicepack('Default');

    for i:= Low(TSound) to High(TSound) do
        lastChan[i]:= -1;

    // initialize all voices to nil so that they can be loaded lazily
    for t:= 0 to cMaxTeams do
        if voicepacks[t].name <> '' then
            for i:= Low(TSound) to High(TSound) do
                voicepacks[t].chunks[i]:= nil;

    (* on MOBILE SDL_mixer has to be compiled against Tremor (USE_OGG_TREMOR)
       or sound files bigger than 32k will lockup the game on slow cpu *)
    for i:= Low(TSound) to High(TSound) do
        defVoicepack^.chunks[i]:= nil;

end;

procedure freeModule;
begin
    if isSoundEnabled or isMusicEnabled then
        ReleaseSound(true);
end;

end.