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246 lines
5.4 KiB
C++
246 lines
5.4 KiB
C++
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// Game_Music_Emu 0.6.0. http://www.slack.net/~ant/
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#include "Music_Player.h"
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#include <string.h>
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#include <ctype.h>
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/* Copyright (C) 2005-2010 by Shay Green. Permission is hereby granted, free of
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charge, to any person obtaining a copy of this software module and associated
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documentation files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and
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to permit persons to whom the Software is furnished to do so, subject to the
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following conditions: The above copyright notice and this permission notice
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shall be included in all copies or substantial portions of the Software. THE
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SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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#define RETURN_ERR( expr ) \
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do {\
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gme_err_t err_ = (expr);\
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if ( err_ )\
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return err_;\
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} while ( 0 )
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// Number of audio buffers per second. Adjust if you encounter audio skipping.
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const int fill_rate = 45;
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// Simple sound driver using SDL
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typedef void (*sound_callback_t)( void* data, short* out, int count );
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static const char* sound_init( long sample_rate, int buf_size, sound_callback_t, void* data );
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static void sound_start();
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static void sound_stop();
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static void sound_cleanup();
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Music_Player::Music_Player()
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{
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emu_ = 0;
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scope_buf = 0;
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paused = false;
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track_info_ = NULL;
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}
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gme_err_t Music_Player::init( long rate )
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{
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sample_rate = rate;
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int min_size = sample_rate * 2 / fill_rate;
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int buf_size = 512;
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while ( buf_size < min_size )
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buf_size *= 2;
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return sound_init( sample_rate, buf_size, fill_buffer, this );
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}
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void Music_Player::stop()
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{
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sound_stop();
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gme_delete( emu_ );
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emu_ = NULL;
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}
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Music_Player::~Music_Player()
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{
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stop();
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sound_cleanup();
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gme_free_info( track_info_ );
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}
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gme_err_t Music_Player::load_file( const char* path )
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{
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stop();
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RETURN_ERR( gme_open_file( path, &emu_, sample_rate ) );
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char m3u_path [256 + 5];
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strncpy( m3u_path, path, 256 );
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m3u_path [256] = 0;
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char* p = strrchr( m3u_path, '.' );
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if ( !p )
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p = m3u_path + strlen( m3u_path );
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strcpy( p, ".m3u" );
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if ( gme_load_m3u( emu_, m3u_path ) ) { } // ignore error
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return 0;
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}
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int Music_Player::track_count() const
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{
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return emu_ ? gme_track_count( emu_ ) : false;
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}
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gme_err_t Music_Player::start_track( int track )
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{
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if ( emu_ )
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{
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gme_free_info( track_info_ );
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track_info_ = NULL;
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RETURN_ERR( gme_track_info( emu_, &track_info_, track ) );
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// Sound must not be running when operating on emulator
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sound_stop();
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RETURN_ERR( gme_start_track( emu_, track ) );
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// Calculate track length
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if ( track_info_->length <= 0 )
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track_info_->length = track_info_->intro_length +
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track_info_->loop_length * 2;
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if ( track_info_->length <= 0 )
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track_info_->length = (long) (2.5 * 60 * 1000);
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gme_set_fade( emu_, track_info_->length );
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paused = false;
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sound_start();
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}
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return 0;
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}
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void Music_Player::pause( int b )
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{
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paused = b;
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if ( b )
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sound_stop();
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else
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sound_start();
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}
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void Music_Player::suspend()
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{
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if ( !paused )
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sound_stop();
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}
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void Music_Player::resume()
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{
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if ( !paused )
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sound_start();
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}
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bool Music_Player::track_ended() const
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{
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return emu_ ? gme_track_ended( emu_ ) : false;
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}
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void Music_Player::set_stereo_depth( double tempo )
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{
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suspend();
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gme_set_stereo_depth( emu_, tempo );
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resume();
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}
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void Music_Player::enable_accuracy( bool b )
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{
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suspend();
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gme_enable_accuracy( emu_, b );
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resume();
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}
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void Music_Player::set_tempo( double tempo )
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{
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suspend();
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gme_set_tempo( emu_, tempo );
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resume();
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}
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void Music_Player::mute_voices( int mask )
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{
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suspend();
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gme_mute_voices( emu_, mask );
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gme_ignore_silence( emu_, mask != 0 );
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resume();
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}
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void Music_Player::fill_buffer( void* data, sample_t* out, int count )
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{
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Music_Player* self = (Music_Player*) data;
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if ( self->emu_ )
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{
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if ( gme_play( self->emu_, count, out ) ) { } // ignore error
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if ( self->scope_buf )
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memcpy( self->scope_buf, out, self->scope_buf_size * sizeof *self->scope_buf );
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}
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}
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// Sound output driver using SDL
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#include "SDL.h"
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static sound_callback_t sound_callback;
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static void* sound_callback_data;
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static void sdl_callback( void* data, Uint8* out, int count )
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{
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if ( sound_callback )
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sound_callback( sound_callback_data, (short*) out, count / 2 );
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}
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static const char* sound_init( long sample_rate, int buf_size,
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sound_callback_t cb, void* data )
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{
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sound_callback = cb;
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sound_callback_data = data;
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static SDL_AudioSpec as; // making static clears all fields to 0
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as.freq = sample_rate;
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as.format = AUDIO_S16SYS;
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as.channels = 2;
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as.callback = sdl_callback;
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as.samples = buf_size;
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if ( SDL_OpenAudio( &as, 0 ) < 0 )
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{
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const char* err = SDL_GetError();
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if ( !err )
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err = "Couldn't open SDL audio";
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return err;
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}
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return 0;
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}
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static void sound_start()
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{
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SDL_PauseAudio( false );
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}
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static void sound_stop()
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{
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SDL_PauseAudio( true );
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// be sure audio thread is not active
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SDL_LockAudio();
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SDL_UnlockAudio();
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}
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static void sound_cleanup()
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{
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sound_stop();
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SDL_CloseAudio();
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}
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