/*
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);
}