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%%
%% %CopyrightBegin%
%%
%% Copyright Ericsson AB 1996-2009. All Rights Reserved.
%%
%% Licensed under the Apache License, Version 2.0 (the "License");
%% you may not use this file except in compliance with the License.
%% You may obtain a copy of the License at
%%
%% http://www.apache.org/licenses/LICENSE-2.0
%%
%% Unless required by applicable law or agreed to in writing, software
%% distributed under the License is distributed on an "AS IS" BASIS,
%% WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
%% See the License for the specific language governing permissions and
%% limitations under the License.
%%
%% %CopyrightEnd%
%%
%%
-module(bonk_sound).
-export([start/0]).
start() ->
random:seed(),
sounder:start(),
{ok,Bonk}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/bonk.au")),
{ok,Ouch}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/ouch!!!.au")),
{ok,Damn}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/damn.au")),
{ok,Bomb}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/explosion.au")),
{ok,Missed}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/missedme.au")),
{ok,Game_over}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/gameover.au")),
{ok,New_level}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/level.au")),
{ok,Music}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/trumpet.au")),
{ok,Start}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/hehee.au")),
{ok,BestS}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/praisejesus.au")),
{ok,HighS}=sounder:new(lists:append(bonk:bonk_dir(),"sounds/yes.au")),
loop(Bonk, Ouch, Damn, Bomb, Missed, Game_over, New_level,
Music, Start, BestS, HighS).
loop(Bonk, Ouch, Damn, Bomb, Missed, Game_over, New_level, Music, Start, BestS, HighS) ->
R=random:uniform(1000),
receive
bonk ->
if
R < 75 -> play_sound(Damn);
R < 275 -> play_sound(Ouch);
true -> play_sound(Bonk)
end;
bomb -> play_sound(Bomb);
missed -> play_sound(Missed);
game_over -> play_sound(Game_over);
new_level -> play_sound(New_level);
music -> play_sound(Music);
start -> play_sound(Start);
best_score -> play_sound(BestS);
high_score -> play_sound(HighS);
quit ->
sounder:stop(),
exit(normal)
end,
loop(Bonk, Ouch, Damn, Bomb, Missed, Game_over, New_level, Music, Start, BestS, HighS).
play_sound(Snd) ->
case catch sounder:play(Snd) of
{'EXIT', _Reason} ->
io:format("Cannot use audio device!\n"),
sounder:stop(),
silent_loop();
_Other ->
true
end.
silent_loop() ->
receive
quit ->
exit(normal);
_Other ->
silent_loop()
end.
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