/* NitroHax -- Cheat tool for the Nintendo DS Copyright (C) 2008 Michael "Chishm" Chisholm 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, either version 3 of the License, or (at your option) any later version. 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, see . */ #include #include #include #include "soundbank.h" #include "soundbank_bin.h" static mm_sound_effect dsboot; static mm_sound_effect dsiboot; static mm_sound_effect sfxBack; static mm_sound_effect sfxLaunch; static mm_sound_effect sfxSelect; static mm_sound_effect sfxWrong; static bool audioReady = false; void InitAudio() { mmInitDefaultMem((mm_addr)soundbank_bin); mmLoadEffect( SFX_DSBOOT ); mmLoadEffect( SFX_DSIBOOT ); mmLoadEffect( SFX_BACK ); mmLoadEffect( SFX_LAUNCH ); mmLoadEffect( SFX_SELECT ); mmLoadEffect( SFX_WRONG ); dsiboot = { { SFX_DSIBOOT } , // id (int)(1.0f * (1<<10)), // rate 0, // handle 255, // volume 128, // panning }; dsboot = { { SFX_DSBOOT } , // id (int)(1.0f * (1<<10)), // rate 0, // handle 255, // volume 128, // panning }; sfxBack = { { SFX_BACK } , // id (int)(1.0f * (1<<10)), // rate 0, // handle 255, // volume 128, // panning }; sfxLaunch = { { SFX_LAUNCH } , // id (int)(1.0f * (1<<10)), // rate 0, // handle 255, // volume 128, // panning }; sfxSelect = { { SFX_SELECT } , // id (int)(1.0f * (1<<10)), // rate 0, // handle 255, // volume 128, // panning }; sfxWrong = { { SFX_WRONG } , // id (int)(1.0f * (1<<10)), // rate 0, // handle 255, // volume 128, // panning }; audioReady = true; } void PlayBootJingle() { if (!audioReady)InitAudio(); mmEffectEx(&dsboot); } void PlayBootJingleDSi() { if (!audioReady)InitAudio(); mmEffectEx(&dsiboot); } void PlayLaunchSFX() { if (!audioReady)InitAudio(); mmEffectEx(&sfxLaunch); } void PlayWrongSFX() { if (!audioReady)InitAudio(); mmEffectEx(&sfxWrong); } void PlaySelectSFX() { if (!audioReady)InitAudio(); mmEffectEx(&sfxSelect); } void PlayBackSFX() { if (!audioReady)InitAudio(); mmEffectEx(&sfxBack); }