#include "particlesystem.h"
#include "tile.h"
#include "tilemap.h"
-#include "music_manager.h"
+#include "sound_manager.h"
#include "gameloop.h"
#include "resources.h"
#include "interactive_object.h"
throw std::runtime_error("wrong bullet type.");
add_object(new_bullet);
- play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_SHOOT]);
return true;
}
solids->change_at(pos, tile->next_tile);
}
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_DISTRO]);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
return true;
(int)(pos.y / 32) * 32), tile);
/* Get some score: */
- play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_BRICK]);
player_status.score = player_status.score + SCORE_BRICK;
return true;
{
case 1: // Box with a distro!
add_bouncy_distro(Vector(posx, posy));
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_DISTRO]);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
break;
add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add a fireflower: */
add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_UPGRADE]);
break;
case 5: // Add an ice flower upgrade!
add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add an iceflower: */
add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_UPGRADE]);
break;
case 3: // Add a golden herring
return;
solids->change_at(pos, tile->next_tile);
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_DISTRO]);
if (bounciness == BOUNCE)
{
char* song_path;
char* song_subtitle;
- level_song = music_manager->load_music(datadir + "/music/" + song_title);
+ level_song = sound_manager->load_music(datadir + "/music/" + song_title);
song_path = (char *) malloc(sizeof(char) * datadir.length() +
strlen(song_title.c_str()) + 8 + 5);
strcpy(strstr(song_subtitle, "."), "\0");
sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
song_subtitle, strstr(song_title.c_str(), "."));
- if(!music_manager->exists_music(song_path)) {
+ if(!sound_manager->exists_music(song_path)) {
level_song_fast = level_song;
} else {
- level_song_fast = music_manager->load_music(song_path);
+ level_song_fast = sound_manager->load_music(song_path);
}
free(song_subtitle);
free(song_path);
currentmusic = type;
switch(currentmusic) {
case HURRYUP_MUSIC:
- music_manager->play_music(level_song_fast);
+ sound_manager->play_music(level_song_fast);
break;
case LEVEL_MUSIC:
- music_manager->play_music(level_song);
+ sound_manager->play_music(level_song);
break;
case HERRING_MUSIC:
- music_manager->play_music(herring_song);
+ sound_manager->play_music(herring_song);
break;
default:
- music_manager->halt_music();
+ sound_manager->halt_music();
break;
}
}