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[16.git] / 16 / ID_SD.C
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-//\r
-//     ID Engine\r
-//     ID_SD.c - Sound Manager for Wolfenstein 3D\r
-//     v1.2\r
-//     By Jason Blochowiak\r
-//\r
-\r
-//\r
-//     This module handles dealing with generating sound on the appropriate\r
-//             hardware\r
-//\r
-//     Depends on: User Mgr (for parm checking)\r
-//\r
-//     Globals:\r
-//             For User Mgr:\r
-//                     SoundSourcePresent - Sound Source thingie present?\r
-//                     SoundBlasterPresent - SoundBlaster card present?\r
-//                     AdLibPresent - AdLib card present?\r
-//                     SoundMode - What device is used for sound effects\r
-//                             (Use SM_SetSoundMode() to set)\r
-//                     MusicMode - What device is used for music\r
-//                             (Use SM_SetMusicMode() to set)\r
-//                     DigiMode - What device is used for digitized sound effects\r
-//                             (Use SM_SetDigiDevice() to set)\r
-//\r
-//             For Cache Mgr:\r
-//                     NeedsDigitized - load digitized sounds?\r
-//                     NeedsMusic - load music?\r
-//\r
-\r
-#pragma hdrstop                // Wierdo thing with MUSE\r
-\r
-#include <dos.h>\r
-\r
-#ifdef _MUSE_      // Will be defined in ID_Types.h\r
-#include "ID_SD.h"\r
-#else\r
-#include "ID_HEADS.H"\r
-#endif\r
-#pragma        hdrstop\r
-#pragma        warn    -pia\r
-\r
-#ifdef nil\r
-#undef nil\r
-#endif\r
-#define        nil     0\r
-\r
-#define        SDL_SoundFinished()     {SoundNumber = SoundPriority = 0;}\r
-\r
-// Macros for SoundBlaster stuff\r
-#define        sbOut(n,b)      outportb((n) + sbLocation,b)\r
-#define        sbIn(n)         inportb((n) + sbLocation)\r
-#define        sbWriteDelay()  while (sbIn(sbWriteStat) & 0x80);\r
-#define        sbReadDelay()   while (sbIn(sbDataAvail) & 0x80);\r
-\r
-// Macros for AdLib stuff\r
-#define        selreg(n)       outportb(alFMAddr,n)\r
-#define        writereg(n)     outportb(alFMData,n)\r
-#define        readstat()      inportb(alFMStatus)\r
-\r
-//     Imports from ID_SD_A.ASM\r
-extern void                    SDL_SetDS(void),\r
-                                               SDL_IndicatePC(boolean on);\r
-extern void interrupt  SDL_t0ExtremeAsmService(void),\r
-                                               SDL_t0FastAsmService(void),\r
-                                               SDL_t0SlowAsmService(void);\r
-\r
-//     Global variables\r
-       boolean         SoundSourcePresent,\r
-                               AdLibPresent,\r
-                               SoundBlasterPresent,SBProPresent,\r
-                               NeedsDigitized,NeedsMusic,\r
-                               SoundPositioned;\r
-       SDMode          SoundMode;\r
-       SMMode          MusicMode;\r
-       SDSMode         DigiMode;\r
-       longword        TimeCount;\r
-       word            HackCount;\r
-       word            *SoundTable;    // Really * _seg *SoundTable, but that don't work\r
-       boolean         ssIsTandy;\r
-       word            ssPort = 2;\r
-       int                     DigiMap[LASTSOUND];\r
-\r
-//     Internal variables\r
-static boolean                 SD_Started;\r
-               boolean                 nextsoundpos;\r
-               longword                TimerDivisor,TimerCount;\r
-static char                    *ParmStrings[] =\r
-                                               {\r
-                                                       "noal",\r
-                                                       "nosb",\r
-                                                       "nopro",\r
-                                                       "noss",\r
-                                                       "sst",\r
-                                                       "ss1",\r
-                                                       "ss2",\r
-                                                       "ss3",\r
-                                                       nil\r
-                                               };\r
-static void                    (*SoundUserHook)(void);\r
-               soundnames              SoundNumber,DigiNumber;\r
-               word                    SoundPriority,DigiPriority;\r
-               int                             LeftPosition,RightPosition;\r
-               void interrupt  (*t0OldService)(void);\r
-               long                    LocalTime;\r
-               word                    TimerRate;\r
-\r
-               word                    NumDigi,DigiLeft,DigiPage;\r
-               word                    _seg *DigiList;\r
-               word                    DigiLastStart,DigiLastEnd;\r
-               boolean                 DigiPlaying;\r
-static boolean                 DigiMissed,DigiLastSegment;\r
-static memptr                  DigiNextAddr;\r
-static word                    DigiNextLen;\r
-\r
-//     SoundBlaster variables\r
-static boolean                                 sbNoCheck,sbNoProCheck;\r
-static volatile boolean                sbSamplePlaying;\r
-static byte                                    sbOldIntMask = -1;\r
-static volatile byte                   huge *sbNextSegPtr;\r
-static byte                                    sbDMA = 1,\r
-                                                               sbDMAa1 = 0x83,sbDMAa2 = 2,sbDMAa3 = 3,\r
-                                                               sba1Vals[] = {0x87,0x83,0,0x82},\r
-                                                               sba2Vals[] = {0,2,0,6},\r
-                                                               sba3Vals[] = {1,3,0,7};\r
-static int                                             sbLocation = -1,sbInterrupt = 7,sbIntVec = 0xf,\r
-                                                               sbIntVectors[] = {-1,-1,0xa,0xb,-1,0xd,-1,0xf,-1,-1,-1};\r
-static volatile longword               sbNextSegLen;\r
-static volatile SampledSound   huge *sbSamples;\r
-static void interrupt                  (*sbOldIntHand)(void);\r
-static byte                                    sbpOldFMMix,sbpOldVOCMix;\r
-\r
-//     SoundSource variables\r
-               boolean                         ssNoCheck;\r
-               boolean                         ssActive;\r
-               word                            ssControl,ssStatus,ssData;\r
-               byte                            ssOn,ssOff;\r
-               volatile byte           far *ssSample;\r
-               volatile longword       ssLengthLeft;\r
-\r
-//     PC Sound variables\r
-               volatile byte   pcLastSample,far *pcSound;\r
-               longword                pcLengthLeft;\r
-               word                    pcSoundLookup[255];\r
-\r
-//     AdLib variables\r
-               boolean                 alNoCheck;\r
-               byte                    far *alSound;\r
-               word                    alBlock;\r
-               longword                alLengthLeft;\r
-               longword                alTimeCount;\r
-               Instrument              alZeroInst;\r
-\r
-// This table maps channel numbers to carrier and modulator op cells\r
-static byte                    carriers[9] =  { 3, 4, 5,11,12,13,19,20,21},\r
-                                               modifiers[9] = { 0, 1, 2, 8, 9,10,16,17,18},\r
-// This table maps percussive voice numbers to op cells\r
-                                               pcarriers[5] = {19,0xff,0xff,0xff,0xff},\r
-                                               pmodifiers[5] = {16,17,18,20,21};\r
-\r
-//     Sequencer variables\r
-               boolean                 sqActive;\r
-static word                    alFXReg;\r
-static ActiveTrack             *tracks[sqMaxTracks],\r
-                                               mytracks[sqMaxTracks];\r
-static word                    sqMode,sqFadeStep;\r
-               word                    far *sqHack,far *sqHackPtr,sqHackLen,sqHackSeqLen;\r
-               long                    sqHackTime;\r
-\r
-//     Internal routines\r
-               void                    SDL_DigitizedDone(void);\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SetTimer0() - Sets system timer 0 to the specified speed\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#pragma        argsused\r
-static void\r
-SDL_SetTimer0(word speed)\r
-{\r
-#ifndef TPROF  // If using Borland's profiling, don't screw with the timer\r
-asm    pushf\r
-asm    cli\r
-\r
-       outportb(0x43,0x36);                            // Change timer 0\r
-       outportb(0x40,speed);\r
-       outportb(0x40,speed >> 8);\r
-       // Kludge to handle special case for digitized PC sounds\r
-       if (TimerDivisor == (1192030 / (TickBase * 100)))\r
-               TimerDivisor = (1192030 / (TickBase * 10));\r
-       else\r
-               TimerDivisor = speed;\r
-\r
-asm    popf\r
-#else\r
-       TimerDivisor = 0x10000;\r
-#endif\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SetIntsPerSec() - Uses SDL_SetTimer0() to set the number of\r
-//             interrupts generated by system timer 0 per second\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_SetIntsPerSec(word ints)\r
-{\r
-       TimerRate = ints;\r
-       SDL_SetTimer0(1192030 / ints);\r
-}\r
-\r
-static void\r
-SDL_SetTimerSpeed(void)\r
-{\r
-       word    rate;\r
-       void interrupt  (*isr)(void);\r
-\r
-       if ((DigiMode == sds_PC) && DigiPlaying)\r
-       {\r
-               rate = TickBase * 100;\r
-               isr = SDL_t0ExtremeAsmService;\r
-       }\r
-       else if\r
-       (\r
-               (MusicMode == smm_AdLib)\r
-       ||      ((DigiMode == sds_SoundSource) && DigiPlaying)\r
-       )\r
-       {\r
-               rate = TickBase * 10;\r
-               isr = SDL_t0FastAsmService;\r
-       }\r
-       else\r
-       {\r
-               rate = TickBase * 2;\r
-               isr = SDL_t0SlowAsmService;\r
-       }\r
-\r
-       if (rate != TimerRate)\r
-       {\r
-               setvect(8,isr);\r
-               SDL_SetIntsPerSec(rate);\r
-               TimerRate = rate;\r
-       }\r
-}\r
-\r
-//\r
-//     SoundBlaster code\r
-//\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SBStopSample() - Stops any active sampled sound and causes DMA\r
-//             requests from the SoundBlaster to cease\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_SBStopSample(void)\r
-{\r
-       byte    is;\r
-\r
-asm    pushf\r
-asm    cli\r
-\r
-       if (sbSamplePlaying)\r
-       {\r
-               sbSamplePlaying = false;\r
-\r
-               sbWriteDelay();\r
-               sbOut(sbWriteCmd,0xd0); // Turn off DSP DMA\r
-\r
-               is = inportb(0x21);     // Restore interrupt mask bit\r
-               if (sbOldIntMask & (1 << sbInterrupt))\r
-                       is |= (1 << sbInterrupt);\r
-               else\r
-                       is &= ~(1 << sbInterrupt);\r
-               outportb(0x21,is);\r
-       }\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SBPlaySeg() - Plays a chunk of sampled sound on the SoundBlaster\r
-//     Insures that the chunk doesn't cross a bank boundary, programs the DMA\r
-//      controller, and tells the SB to start doing DMA requests for DAC\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static longword\r
-SDL_SBPlaySeg(volatile byte huge *data,longword length)\r
-{\r
-       unsigned                datapage;\r
-       longword                dataofs,uselen;\r
-\r
-       uselen = length;\r
-       datapage = FP_SEG(data) >> 12;\r
-       dataofs = ((FP_SEG(data) & 0xfff) << 4) + FP_OFF(data);\r
-       if (dataofs >= 0x10000)\r
-       {\r
-               datapage++;\r
-               dataofs -= 0x10000;\r
-       }\r
-\r
-       if (dataofs + uselen > 0x10000)\r
-               uselen = 0x10000 - dataofs;\r
-\r
-       uselen--;\r
-\r
-       // Program the DMA controller\r
-asm    pushf\r
-asm    cli\r
-       outportb(0x0a,sbDMA | 4);                                       // Mask off DMA on channel sbDMA\r
-       outportb(0x0c,0);                                                       // Clear byte ptr flip-flop to lower byte\r
-       outportb(0x0b,0x49);                                            // Set transfer mode for D/A conv\r
-       outportb(sbDMAa2,(byte)dataofs);                        // Give LSB of address\r
-       outportb(sbDMAa2,(byte)(dataofs >> 8));         // Give MSB of address\r
-       outportb(sbDMAa1,(byte)datapage);                       // Give page of address\r
-       outportb(sbDMAa3,(byte)uselen);                         // Give LSB of length\r
-       outportb(sbDMAa3,(byte)(uselen >> 8));          // Give MSB of length\r
-       outportb(0x0a,sbDMA);                                           // Re-enable DMA on channel sbDMA\r
-\r
-       // Start playing the thing\r
-       sbWriteDelay();\r
-       sbOut(sbWriteCmd,0x14);\r
-       sbWriteDelay();\r
-       sbOut(sbWriteData,(byte)uselen);\r
-       sbWriteDelay();\r
-       sbOut(sbWriteData,(byte)(uselen >> 8));\r
-asm    popf\r
-\r
-       return(uselen + 1);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SBService() - Services the SoundBlaster DMA interrupt\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void interrupt\r
-SDL_SBService(void)\r
-{\r
-       longword        used;\r
-\r
-       sbIn(sbDataAvail);      // Ack interrupt to SB\r
-\r
-       if (sbNextSegPtr)\r
-       {\r
-               used = SDL_SBPlaySeg(sbNextSegPtr,sbNextSegLen);\r
-               if (sbNextSegLen <= used)\r
-                       sbNextSegPtr = nil;\r
-               else\r
-               {\r
-                       sbNextSegPtr += used;\r
-                       sbNextSegLen -= used;\r
-               }\r
-       }\r
-       else\r
-       {\r
-               SDL_SBStopSample();\r
-               SDL_DigitizedDone();\r
-       }\r
-\r
-       outportb(0x20,0x20);    // Ack interrupt\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SBPlaySample() - Plays a sampled sound on the SoundBlaster. Sets up\r
-//             DMA to play the sound\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_SBPlaySample(byte huge *data,longword len)\r
-{\r
-       longword        used;\r
-\r
-       SDL_SBStopSample();\r
-\r
-asm    pushf\r
-asm    cli\r
-\r
-       used = SDL_SBPlaySeg(data,len);\r
-       if (len <= used)\r
-               sbNextSegPtr = nil;\r
-       else\r
-       {\r
-               sbNextSegPtr = data + used;\r
-               sbNextSegLen = len - used;\r
-       }\r
-\r
-       // Save old interrupt status and unmask ours\r
-       sbOldIntMask = inportb(0x21);\r
-       outportb(0x21,sbOldIntMask & ~(1 << sbInterrupt));\r
-\r
-       sbWriteDelay();\r
-       sbOut(sbWriteCmd,0xd4);                                         // Make sure DSP DMA is enabled\r
-\r
-       sbSamplePlaying = true;\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_PositionSBP() - Sets the attenuation levels for the left and right\r
-//             channels by using the mixer chip on the SB Pro. This hits a hole in\r
-//             the address map for normal SBs.\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_PositionSBP(int leftpos,int rightpos)\r
-{\r
-       byte    v;\r
-\r
-       if (!SBProPresent)\r
-               return;\r
-\r
-       leftpos = 15 - leftpos;\r
-       rightpos = 15 - rightpos;\r
-       v = ((leftpos & 0x0f) << 4) | (rightpos & 0x0f);\r
-\r
-asm    pushf\r
-asm    cli\r
-\r
-       sbOut(sbpMixerAddr,sbpmVoiceVol);\r
-       sbOut(sbpMixerData,v);\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_CheckSB() - Checks to see if a SoundBlaster resides at a\r
-//             particular I/O location\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static boolean\r
-SDL_CheckSB(int port)\r
-{\r
-       int     i;\r
-\r
-       sbLocation = port << 4;         // Initialize stuff for later use\r
-\r
-       sbOut(sbReset,true);            // Reset the SoundBlaster DSP\r
-asm    mov     dx,0x388                                // Wait >4usec\r
-asm    in      al, dx\r
-asm    in      al, dx\r
-asm    in      al, dx\r
-asm    in      al, dx\r
-asm    in      al, dx\r
-asm    in      al, dx\r
-asm    in      al, dx\r
-asm    in      al, dx\r
-asm    in      al, dx\r
-\r
-       sbOut(sbReset,false);           // Turn off sb DSP reset\r
-asm    mov     dx,0x388                                // Wait >100usec\r
-asm    mov     cx,100\r
-usecloop:\r
-asm    in      al,dx\r
-asm    loop usecloop\r
-\r
-       for (i = 0;i < 100;i++)\r
-       {\r
-               if (sbIn(sbDataAvail) & 0x80)           // If data is available...\r
-               {\r
-                       if (sbIn(sbReadData) == 0xaa)   // If it matches correct value\r
-                               return(true);\r
-                       else\r
-                       {\r
-                               sbLocation = -1;                        // Otherwise not a SoundBlaster\r
-                               return(false);\r
-                       }\r
-               }\r
-       }\r
-       sbLocation = -1;                                                // Retry count exceeded - fail\r
-       return(false);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     Checks to see if a SoundBlaster is in the system. If the port passed is\r
-//             -1, then it scans through all possible I/O locations. If the port\r
-//             passed is 0, then it uses the default (2). If the port is >0, then\r
-//             it just passes it directly to SDL_CheckSB()\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static boolean\r
-SDL_DetectSoundBlaster(int port)\r
-{\r
-       int     i;\r
-\r
-       if (port == 0)                                  // If user specifies default, use 2\r
-               port = 2;\r
-       if (port == -1)\r
-       {\r
-               if (SDL_CheckSB(2))                     // Check default before scanning\r
-                       return(true);\r
-\r
-               if (SDL_CheckSB(4))                     // Check other SB Pro location before scan\r
-                       return(true);\r
-\r
-               for (i = 1;i <= 6;i++)          // Scan through possible SB locations\r
-               {\r
-                       if ((i == 2) || (i == 4))\r
-                               continue;\r
-\r
-                       if (SDL_CheckSB(i))             // If found at this address,\r
-                               return(true);           //      return success\r
-               }\r
-               return(false);                          // All addresses failed, return failure\r
-       }\r
-       else\r
-               return(SDL_CheckSB(port));      // User specified address or default\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SBSetDMA() - Sets the DMA channel to be used by the SoundBlaster\r
-//             code. Sets up sbDMA, and sbDMAa1-sbDMAa3 (used by SDL_SBPlaySeg()).\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SDL_SBSetDMA(byte channel)\r
-{\r
-       if (channel > 3)\r
-               Quit("SDL_SBSetDMA() - invalid SoundBlaster DMA channel");\r
-\r
-       sbDMA = channel;\r
-       sbDMAa1 = sba1Vals[channel];\r
-       sbDMAa2 = sba2Vals[channel];\r
-       sbDMAa3 = sba3Vals[channel];\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_StartSB() - Turns on the SoundBlaster\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_StartSB(void)\r
-{\r
-       byte    timevalue,test;\r
-\r
-       sbIntVec = sbIntVectors[sbInterrupt];\r
-       if (sbIntVec < 0)\r
-               Quit("SDL_StartSB: Illegal or unsupported interrupt number for SoundBlaster");\r
-\r
-       sbOldIntHand = getvect(sbIntVec);       // Get old interrupt handler\r
-       setvect(sbIntVec,SDL_SBService);        // Set mine\r
-\r
-       sbWriteDelay();\r
-       sbOut(sbWriteCmd,0xd1);                         // Turn on DSP speaker\r
-\r
-       // Set the SoundBlaster DAC time constant for 7KHz\r
-       timevalue = 256 - (1000000 / 7000);\r
-       sbWriteDelay();\r
-       sbOut(sbWriteCmd,0x40);\r
-       sbWriteDelay();\r
-       sbOut(sbWriteData,timevalue);\r
-\r
-       SBProPresent = false;\r
-       if (sbNoProCheck)\r
-               return;\r
-\r
-       // Check to see if this is a SB Pro\r
-       sbOut(sbpMixerAddr,sbpmFMVol);\r
-       sbpOldFMMix = sbIn(sbpMixerData);\r
-       sbOut(sbpMixerData,0xbb);\r
-       test = sbIn(sbpMixerData);\r
-       if (test == 0xbb)\r
-       {\r
-               // Boost FM output levels to be equivilent with digitized output\r
-               sbOut(sbpMixerData,0xff);\r
-               test = sbIn(sbpMixerData);\r
-               if (test == 0xff)\r
-               {\r
-                       SBProPresent = true;\r
-\r
-                       // Save old Voice output levels (SB Pro)\r
-                       sbOut(sbpMixerAddr,sbpmVoiceVol);\r
-                       sbpOldVOCMix = sbIn(sbpMixerData);\r
-\r
-                       // Turn SB Pro stereo DAC off\r
-                       sbOut(sbpMixerAddr,sbpmControl);\r
-                       sbOut(sbpMixerData,0);                          // 0=off,2=on\r
-               }\r
-       }\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_ShutSB() - Turns off the SoundBlaster\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ShutSB(void)\r
-{\r
-       SDL_SBStopSample();\r
-\r
-       if (SBProPresent)\r
-       {\r
-               // Restore FM output levels (SB Pro)\r
-               sbOut(sbpMixerAddr,sbpmFMVol);\r
-               sbOut(sbpMixerData,sbpOldFMMix);\r
-\r
-               // Restore Voice output levels (SB Pro)\r
-               sbOut(sbpMixerAddr,sbpmVoiceVol);\r
-               sbOut(sbpMixerData,sbpOldVOCMix);\r
-       }\r
-\r
-       setvect(sbIntVec,sbOldIntHand);         // Set vector back\r
-}\r
-\r
-//     Sound Source Code\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SSStopSample() - Stops a sample playing on the Sound Source\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_SSStopSample(void)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       (long)ssSample = 0;\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SSService() - Handles playing the next sample on the Sound Source\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_SSService(void)\r
-{\r
-       boolean gotit;\r
-       byte    v;\r
-\r
-       while (ssSample)\r
-       {\r
-       asm     mov             dx,[ssStatus]   // Check to see if FIFO is currently empty\r
-       asm     in              al,dx\r
-       asm     test    al,0x40\r
-       asm     jnz             done                    // Nope - don't push any more data out\r
-\r
-               v = *ssSample++;\r
-               if (!(--ssLengthLeft))\r
-               {\r
-                       (long)ssSample = 0;\r
-                       SDL_DigitizedDone();\r
-               }\r
-\r
-       asm     mov             dx,[ssData]             // Pump the value out\r
-       asm     mov             al,[v]\r
-       asm     out             dx,al\r
-\r
-       asm     mov             dx,[ssControl]  // Pulse printer select\r
-       asm     mov             al,[ssOff]\r
-       asm     out             dx,al\r
-       asm     push    ax\r
-       asm     pop             ax\r
-       asm     mov             al,[ssOn]\r
-       asm     out             dx,al\r
-\r
-       asm     push    ax                              // Delay a short while\r
-       asm     pop             ax\r
-       asm     push    ax\r
-       asm     pop             ax\r
-       }\r
-done:;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SSPlaySample() - Plays the specified sample on the Sound Source\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_SSPlaySample(byte huge *data,longword len)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       ssLengthLeft = len;\r
-       ssSample = (volatile byte far *)data;\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_StartSS() - Sets up for and turns on the Sound Source\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_StartSS(void)\r
-{\r
-       if (ssPort == 3)\r
-               ssControl = 0x27a;      // If using LPT3\r
-       else if (ssPort == 2)\r
-               ssControl = 0x37a;      // If using LPT2\r
-       else\r
-               ssControl = 0x3be;      // If using LPT1\r
-       ssStatus = ssControl - 1;\r
-       ssData = ssStatus - 1;\r
-\r
-       ssOn = 0x04;\r
-       if (ssIsTandy)\r
-               ssOff = 0x0e;                           // Tandy wierdness\r
-       else\r
-               ssOff = 0x0c;                           // For normal machines\r
-\r
-       outportb(ssControl,ssOn);               // Enable SS\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_ShutSS() - Turns off the Sound Source\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ShutSS(void)\r
-{\r
-       outportb(ssControl,ssOff);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_CheckSS() - Checks to see if a Sound Source is present at the\r
-//             location specified by the sound source variables\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static boolean\r
-SDL_CheckSS(void)\r
-{\r
-       boolean         present = false;\r
-       longword        lasttime;\r
-\r
-       // Turn the Sound Source on and wait awhile (4 ticks)\r
-       SDL_StartSS();\r
-\r
-       lasttime = TimeCount;\r
-       while (TimeCount < lasttime + 4)\r
-               ;\r
-\r
-asm    mov             dx,[ssStatus]   // Check to see if FIFO is currently empty\r
-asm    in              al,dx\r
-asm    test    al,0x40\r
-asm    jnz             checkdone               // Nope - Sound Source not here\r
-\r
-asm    mov             cx,32                   // Force FIFO overflow (FIFO is 16 bytes)\r
-outloop:\r
-asm    mov             dx,[ssData]             // Pump a neutral value out\r
-asm    mov             al,0x80\r
-asm    out             dx,al\r
-\r
-asm    mov             dx,[ssControl]  // Pulse printer select\r
-asm    mov             al,[ssOff]\r
-asm    out             dx,al\r
-asm    push    ax\r
-asm    pop             ax\r
-asm    mov             al,[ssOn]\r
-asm    out             dx,al\r
-\r
-asm    push    ax                              // Delay a short while before we do this again\r
-asm    pop             ax\r
-asm    push    ax\r
-asm    pop             ax\r
-\r
-asm    loop    outloop\r
-\r
-asm    mov             dx,[ssStatus]   // Is FIFO overflowed now?\r
-asm    in              al,dx\r
-asm    test    al,0x40\r
-asm    jz              checkdone               // Nope, still not - Sound Source not here\r
-\r
-       present = true;                 // Yes - it's here!\r
-\r
-checkdone:\r
-       SDL_ShutSS();\r
-       return(present);\r
-}\r
-\r
-static boolean\r
-SDL_DetectSoundSource(void)\r
-{\r
-       for (ssPort = 1;ssPort <= 3;ssPort++)\r
-               if (SDL_CheckSS())\r
-                       return(true);\r
-       return(false);\r
-}\r
-\r
-//\r
-//     PC Sound code\r
-//\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_PCPlaySample() - Plays the specified sample on the PC speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_PCPlaySample(byte huge *data,longword len)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       SDL_IndicatePC(true);\r
-\r
-       pcLengthLeft = len;\r
-       pcSound = (volatile byte far *)data;\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_PCStopSample() - Stops a sample playing on the PC speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_PCStopSample(void)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       (long)pcSound = 0;\r
-\r
-       SDL_IndicatePC(false);\r
-\r
-asm    in      al,0x61                 // Turn the speaker off\r
-asm    and     al,0xfd                 // ~2\r
-asm    out     0x61,al\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_PCPlaySound() - Plays the specified sound on the PC speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_PCPlaySound(PCSound far *sound)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       pcLastSample = -1;\r
-       pcLengthLeft = sound->common.length;\r
-       pcSound = sound->data;\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_PCStopSound() - Stops the current sound playing on the PC Speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_PCStopSound(void)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       (long)pcSound = 0;\r
-\r
-asm    in      al,0x61                 // Turn the speaker off\r
-asm    and     al,0xfd                 // ~2\r
-asm    out     0x61,al\r
-\r
-asm    popf\r
-}\r
-\r
-#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_PCService() - Handles playing the next sample in a PC sound\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_PCService(void)\r
-{\r
-       byte    s;\r
-       word    t;\r
-\r
-       if (pcSound)\r
-       {\r
-               s = *pcSound++;\r
-               if (s != pcLastSample)\r
-               {\r
-               asm     pushf\r
-               asm     cli\r
-\r
-                       pcLastSample = s;\r
-                       if (s)                                  // We have a frequency!\r
-                       {\r
-                               t = pcSoundLookup[s];\r
-                       asm     mov     bx,[t]\r
-\r
-                       asm     mov     al,0xb6                 // Write to channel 2 (speaker) timer\r
-                       asm     out     43h,al\r
-                       asm     mov     al,bl\r
-                       asm     out     42h,al                  // Low byte\r
-                       asm     mov     al,bh\r
-                       asm     out     42h,al                  // High byte\r
-\r
-                       asm     in      al,0x61                 // Turn the speaker & gate on\r
-                       asm     or      al,3\r
-                       asm     out     0x61,al\r
-                       }\r
-                       else                                    // Time for some silence\r
-                       {\r
-                       asm     in      al,0x61                 // Turn the speaker & gate off\r
-                       asm     and     al,0xfc                 // ~3\r
-                       asm     out     0x61,al\r
-                       }\r
-\r
-               asm     popf\r
-               }\r
-\r
-               if (!(--pcLengthLeft))\r
-               {\r
-                       SDL_PCStopSound();\r
-                       SDL_SoundFinished();\r
-               }\r
-       }\r
-}\r
-#endif\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_ShutPC() - Turns off the pc speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ShutPC(void)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       pcSound = 0;\r
-\r
-asm    in      al,0x61                 // Turn the speaker & gate off\r
-asm    and     al,0xfc                 // ~3\r
-asm    out     0x61,al\r
-\r
-asm    popf\r
-}\r
-\r
-//\r
-//     Stuff for digitized sounds\r
-//\r
-memptr\r
-SDL_LoadDigiSegment(word page)\r
-{\r
-       memptr  addr;\r
-\r
-#if 0  // for debugging\r
-asm    mov     dx,STATUS_REGISTER_1\r
-asm    in      al,dx\r
-asm    mov     dx,ATR_INDEX\r
-asm    mov     al,ATR_OVERSCAN\r
-asm    out     dx,al\r
-asm    mov     al,10   // bright green\r
-asm    out     dx,al\r
-#endif\r
-\r
-       addr = PM_GetSoundPage(page);\r
-       PM_SetPageLock(PMSoundStart + page,pml_Locked);\r
-\r
-#if 0  // for debugging\r
-asm    mov     dx,STATUS_REGISTER_1\r
-asm    in      al,dx\r
-asm    mov     dx,ATR_INDEX\r
-asm    mov     al,ATR_OVERSCAN\r
-asm    out     dx,al\r
-asm    mov     al,3    // blue\r
-asm    out     dx,al\r
-asm    mov     al,0x20 // normal\r
-asm    out     dx,al\r
-#endif\r
-\r
-       return(addr);\r
-}\r
-\r
-void\r
-SDL_PlayDigiSegment(memptr addr,word len)\r
-{\r
-       switch (DigiMode)\r
-       {\r
-       case sds_PC:\r
-       SDL_PCPlaySample(addr,len);\r
-               break;\r
-       case sds_SoundSource:\r
-               SDL_SSPlaySample(addr,len);\r
-               break;\r
-       case sds_SoundBlaster:\r
-               SDL_SBPlaySample(addr,len);\r
-               break;\r
-       }\r
-}\r
-\r
-void\r
-SD_StopDigitized(void)\r
-{\r
-       int     i;\r
-\r
-asm    pushf\r
-asm    cli\r
-\r
-       DigiLeft = 0;\r
-       DigiNextAddr = nil;\r
-       DigiNextLen = 0;\r
-       DigiMissed = false;\r
-       DigiPlaying = false;\r
-       DigiNumber = DigiPriority = 0;\r
-       SoundPositioned = false;\r
-       if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
-               SDL_SoundFinished();\r
-\r
-       switch (DigiMode)\r
-       {\r
-       case sds_PC:\r
-               SDL_PCStopSample();\r
-               break;\r
-       case sds_SoundSource:\r
-               SDL_SSStopSample();\r
-               break;\r
-       case sds_SoundBlaster:\r
-               SDL_SBStopSample();\r
-               break;\r
-       }\r
-\r
-asm    popf\r
-\r
-       for (i = DigiLastStart;i < DigiLastEnd;i++)\r
-               PM_SetPageLock(i + PMSoundStart,pml_Unlocked);\r
-       DigiLastStart = 1;\r
-       DigiLastEnd = 0;\r
-}\r
-\r
-void\r
-SD_Poll(void)\r
-{\r
-       if (DigiLeft && !DigiNextAddr)\r
-       {\r
-               DigiNextLen = (DigiLeft >= PMPageSize)? PMPageSize : (DigiLeft % PMPageSize);\r
-               DigiLeft -= DigiNextLen;\r
-               if (!DigiLeft)\r
-                       DigiLastSegment = true;\r
-               DigiNextAddr = SDL_LoadDigiSegment(DigiPage++);\r
-       }\r
-       if (DigiMissed && DigiNextAddr)\r
-       {\r
-               SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen);\r
-               DigiNextAddr = nil;\r
-               DigiMissed = false;\r
-               if (DigiLastSegment)\r
-               {\r
-                       DigiPlaying = false;\r
-                       DigiLastSegment = false;\r
-               }\r
-       }\r
-       SDL_SetTimerSpeed();\r
-}\r
-\r
-void\r
-SD_SetPosition(int leftpos,int rightpos)\r
-{\r
-       if\r
-       (\r
-               (leftpos < 0)\r
-       ||      (leftpos > 15)\r
-       ||      (rightpos < 0)\r
-       ||      (rightpos > 15)\r
-       ||      ((leftpos == 15) && (rightpos == 15))\r
-       )\r
-               Quit("SD_SetPosition: Illegal position");\r
-\r
-       switch (DigiMode)\r
-       {\r
-       case sds_SoundBlaster:\r
-               SDL_PositionSBP(leftpos,rightpos);\r
-               break;\r
-       }\r
-}\r
-\r
-void\r
-SD_PlayDigitized(word which,int leftpos,int rightpos)\r
-{\r
-       word    len;\r
-       memptr  addr;\r
-\r
-       if (!DigiMode)\r
-               return;\r
-\r
-       SD_StopDigitized();\r
-       if (which >= NumDigi)\r
-               Quit("SD_PlayDigitized: bad sound number");\r
-\r
-       SD_SetPosition(leftpos,rightpos);\r
-\r
-       DigiPage = DigiList[(which * 2) + 0];\r
-       DigiLeft = DigiList[(which * 2) + 1];\r
-\r
-       DigiLastStart = DigiPage;\r
-       DigiLastEnd = DigiPage + ((DigiLeft + (PMPageSize - 1)) / PMPageSize);\r
-\r
-       len = (DigiLeft >= PMPageSize)? PMPageSize : (DigiLeft % PMPageSize);\r
-       addr = SDL_LoadDigiSegment(DigiPage++);\r
-\r
-       DigiPlaying = true;\r
-       DigiLastSegment = false;\r
-\r
-       SDL_PlayDigiSegment(addr,len);\r
-       DigiLeft -= len;\r
-       if (!DigiLeft)\r
-               DigiLastSegment = true;\r
-\r
-       SD_Poll();\r
-}\r
-\r
-void\r
-SDL_DigitizedDone(void)\r
-{\r
-       if (DigiNextAddr)\r
-       {\r
-               SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen);\r
-               DigiNextAddr = nil;\r
-               DigiMissed = false;\r
-       }\r
-       else\r
-       {\r
-               if (DigiLastSegment)\r
-               {\r
-                       DigiPlaying = false;\r
-                       DigiLastSegment = false;\r
-                       if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
-                       {\r
-                               SDL_SoundFinished();\r
-                       }\r
-                       else\r
-                               DigiNumber = DigiPriority = 0;\r
-                       SoundPositioned = false;\r
-               }\r
-               else\r
-                       DigiMissed = true;\r
-       }\r
-}\r
-\r
-void\r
-SD_SetDigiDevice(SDSMode mode)\r
-{\r
-       boolean devicenotpresent;\r
-\r
-       if (mode == DigiMode)\r
-               return;\r
-\r
-       SD_StopDigitized();\r
-\r
-       devicenotpresent = false;\r
-       switch (mode)\r
-       {\r
-       case sds_SoundBlaster:\r
-               if (!SoundBlasterPresent)\r
-               {\r
-                       if (SoundSourcePresent)\r
-                               mode = sds_SoundSource;\r
-                       else\r
-                               devicenotpresent = true;\r
-               }\r
-               break;\r
-       case sds_SoundSource:\r
-               if (!SoundSourcePresent)\r
-                       devicenotpresent = true;\r
-               break;\r
-       }\r
-\r
-       if (!devicenotpresent)\r
-       {\r
-               if (DigiMode == sds_SoundSource)\r
-                       SDL_ShutSS();\r
-\r
-               DigiMode = mode;\r
-\r
-               if (mode == sds_SoundSource)\r
-                       SDL_StartSS();\r
-\r
-               SDL_SetTimerSpeed();\r
-       }\r
-}\r
-\r
-void\r
-SDL_SetupDigi(void)\r
-{\r
-       memptr  list;\r
-       word    far *p,\r
-                       pg;\r
-       int             i;\r
-\r
-       PM_UnlockMainMem();\r
-       MM_GetPtr(&list,PMPageSize);\r
-       PM_CheckMainMem();\r
-       p = (word far *)MK_FP(PM_GetPage(ChunksInFile - 1),0);\r
-       _fmemcpy((void far *)list,(void far *)p,PMPageSize);\r
-       pg = PMSoundStart;\r
-       for (i = 0;i < PMPageSize / (sizeof(word) * 2);i++,p += 2)\r
-       {\r
-               if (pg >= ChunksInFile - 1)\r
-                       break;\r
-               pg += (p[1] + (PMPageSize - 1)) / PMPageSize;\r
-       }\r
-       PM_UnlockMainMem();\r
-       MM_GetPtr((memptr *)&DigiList,i * sizeof(word) * 2);\r
-       _fmemcpy((void far *)DigiList,(void far *)list,i * sizeof(word) * 2);\r
-       MM_FreePtr(&list);\r
-       NumDigi = i;\r
-\r
-       for (i = 0;i < LASTSOUND;i++)\r
-               DigiMap[i] = -1;\r
-}\r
-\r
-//     AdLib Code\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     alOut(n,b) - Puts b in AdLib card register n\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-alOut(byte n,byte b)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-asm    mov     dx,0x388\r
-asm    mov     al,[n]\r
-asm    out     dx,al\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    inc     dx\r
-asm    mov     al,[b]\r
-asm    out     dx,al\r
-\r
-asm    popf\r
-\r
-asm    dec     dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-asm    in      al,dx\r
-}\r
-\r
-#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_SetInstrument() - Puts an instrument into a generator\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_SetInstrument(int track,int which,Instrument far *inst,boolean percussive)\r
-{\r
-       byte            c,m;\r
-\r
-       if (percussive)\r
-       {\r
-               c = pcarriers[which];\r
-               m = pmodifiers[which];\r
-       }\r
-       else\r
-       {\r
-               c = carriers[which];\r
-               m = modifiers[which];\r
-       }\r
-\r
-       tracks[track - 1]->inst = *inst;\r
-       tracks[track - 1]->percussive = percussive;\r
-\r
-       alOut(m + alChar,inst->mChar);\r
-       alOut(m + alScale,inst->mScale);\r
-       alOut(m + alAttack,inst->mAttack);\r
-       alOut(m + alSus,inst->mSus);\r
-       alOut(m + alWave,inst->mWave);\r
-\r
-       // Most percussive instruments only use one cell\r
-       if (c != 0xff)\r
-       {\r
-               alOut(c + alChar,inst->cChar);\r
-               alOut(c + alScale,inst->cScale);\r
-               alOut(c + alAttack,inst->cAttack);\r
-               alOut(c + alSus,inst->cSus);\r
-               alOut(c + alWave,inst->cWave);\r
-       }\r
-\r
-       alOut(which + alFeedCon,inst->nConn);   // DEBUG - I think this is right\r
-}\r
-#endif\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_ALStopSound() - Turns off any sound effects playing through the\r
-//             AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_ALStopSound(void)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       (long)alSound = 0;\r
-       alOut(alFreqH + 0,0);\r
-\r
-asm    popf\r
-}\r
-\r
-static void\r
-SDL_AlSetFXInst(Instrument far *inst)\r
-{\r
-       byte            c,m;\r
-\r
-       m = modifiers[0];\r
-       c = carriers[0];\r
-       alOut(m + alChar,inst->mChar);\r
-       alOut(m + alScale,inst->mScale);\r
-       alOut(m + alAttack,inst->mAttack);\r
-       alOut(m + alSus,inst->mSus);\r
-       alOut(m + alWave,inst->mWave);\r
-       alOut(c + alChar,inst->cChar);\r
-       alOut(c + alScale,inst->cScale);\r
-       alOut(c + alAttack,inst->cAttack);\r
-       alOut(c + alSus,inst->cSus);\r
-       alOut(c + alWave,inst->cWave);\r
-\r
-       // Note: Switch commenting on these lines for old MUSE compatibility\r
-//     alOut(alFeedCon,inst->nConn);\r
-       alOut(alFeedCon,0);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_ALPlaySound() - Plays the specified sound on the AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_ALPlaySound(AdLibSound far *sound)\r
-{\r
-       Instrument      far *inst;\r
-       byte            huge *data;\r
-\r
-       SDL_ALStopSound();\r
-\r
-asm    pushf\r
-asm    cli\r
-\r
-       alLengthLeft = sound->common.length;\r
-       data = sound->data;\r
-       data++;\r
-       data--;\r
-       alSound = (byte far *)data;\r
-       alBlock = ((sound->block & 7) << 2) | 0x20;\r
-       inst = &sound->inst;\r
-\r
-       if (!(inst->mSus | inst->cSus))\r
-       {\r
-       asm     popf\r
-               Quit("SDL_ALPlaySound() - Bad instrument");\r
-       }\r
-\r
-       SDL_AlSetFXInst(&alZeroInst);   // DEBUG\r
-       SDL_AlSetFXInst(inst);\r
-\r
-asm    popf\r
-}\r
-\r
-#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_ALSoundService() - Plays the next sample out through the AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-//static void\r
-void\r
-SDL_ALSoundService(void)\r
-{\r
-       byte    s;\r
-\r
-       if (alSound)\r
-       {\r
-               s = *alSound++;\r
-               if (!s)\r
-                       alOut(alFreqH + 0,0);\r
-               else\r
-               {\r
-                       alOut(alFreqL + 0,s);\r
-                       alOut(alFreqH + 0,alBlock);\r
-               }\r
-\r
-               if (!(--alLengthLeft))\r
-               {\r
-                       (long)alSound = 0;\r
-                       alOut(alFreqH + 0,0);\r
-                       SDL_SoundFinished();\r
-               }\r
-       }\r
-}\r
-#endif\r
-\r
-#if 0\r
-void\r
-SDL_ALService(void)\r
-{\r
-       byte    a,v;\r
-       word    w;\r
-\r
-       if (!sqActive)\r
-               return;\r
-\r
-       while (sqHackLen && (sqHackTime <= alTimeCount))\r
-       {\r
-               w = *sqHackPtr++;\r
-               sqHackTime = alTimeCount + *sqHackPtr++;\r
-       asm     mov     dx,[w]\r
-       asm     mov     [a],dl\r
-       asm     mov     [v],dh\r
-               alOut(a,v);\r
-               sqHackLen -= 4;\r
-       }\r
-       alTimeCount++;\r
-       if (!sqHackLen)\r
-       {\r
-               sqHackPtr = (word far *)sqHack;\r
-               sqHackLen = sqHackSeqLen;\r
-               alTimeCount = sqHackTime = 0;\r
-       }\r
-}\r
-#endif\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_ShutAL() - Shuts down the AdLib card for sound effects\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ShutAL(void)\r
-{\r
-asm    pushf\r
-asm    cli\r
-\r
-       alOut(alEffects,0);\r
-       alOut(alFreqH + 0,0);\r
-       SDL_AlSetFXInst(&alZeroInst);\r
-       alSound = 0;\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_CleanAL() - Totally shuts down the AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_CleanAL(void)\r
-{\r
-       int     i;\r
-\r
-asm    pushf\r
-asm    cli\r
-\r
-       alOut(alEffects,0);\r
-       for (i = 1;i < 0xf5;i++)\r
-               alOut(i,0);\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_StartAL() - Starts up the AdLib card for sound effects\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_StartAL(void)\r
-{\r
-       alFXReg = 0;\r
-       alOut(alEffects,alFXReg);\r
-       SDL_AlSetFXInst(&alZeroInst);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_DetectAdLib() - Determines if there's an AdLib (or SoundBlaster\r
-//             emulating an AdLib) present\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static boolean\r
-SDL_DetectAdLib(void)\r
-{\r
-       byte    status1,status2;\r
-       int             i;\r
-\r
-       alOut(4,0x60);  // Reset T1 & T2\r
-       alOut(4,0x80);  // Reset IRQ\r
-       status1 = readstat();\r
-       alOut(2,0xff);  // Set timer 1\r
-       alOut(4,0x21);  // Start timer 1\r
-#if 0\r
-       SDL_Delay(TimerDelay100);\r
-#else\r
-asm    mov     dx,0x388\r
-asm    mov     cx,100\r
-usecloop:\r
-asm    in      al,dx\r
-asm    loop usecloop\r
-#endif\r
-\r
-       status2 = readstat();\r
-       alOut(4,0x60);\r
-       alOut(4,0x80);\r
-\r
-       if (((status1 & 0xe0) == 0x00) && ((status2 & 0xe0) == 0xc0))\r
-       {\r
-               for (i = 1;i <= 0xf5;i++)       // Zero all the registers\r
-                       alOut(i,0);\r
-\r
-               alOut(1,0x20);  // Set WSE=1\r
-               alOut(8,0);             // Set CSM=0 & SEL=0\r
-\r
-               return(true);\r
-       }\r
-       else\r
-               return(false);\r
-}\r
-\r
-#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_t0Service() - My timer 0 ISR which handles the different timings and\r
-//             dispatches to whatever other routines are appropriate\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void interrupt\r
-SDL_t0Service(void)\r
-{\r
-static word    count = 1;\r
-\r
-#if 1  // for debugging\r
-asm    mov     dx,STATUS_REGISTER_1\r
-asm    in      al,dx\r
-asm    mov     dx,ATR_INDEX\r
-asm    mov     al,ATR_OVERSCAN\r
-asm    out     dx,al\r
-asm    mov     al,4    // red\r
-asm    out     dx,al\r
-#endif\r
-\r
-       HackCount++;\r
-\r
-       if ((MusicMode == smm_AdLib) || (DigiMode == sds_SoundSource))\r
-       {\r
-               SDL_ALService();\r
-               SDL_SSService();\r
-//             if (!(++count & 7))\r
-               if (!(++count % 10))\r
-               {\r
-                       LocalTime++;\r
-                       TimeCount++;\r
-                       if (SoundUserHook)\r
-                               SoundUserHook();\r
-               }\r
-//             if (!(count & 3))\r
-               if (!(count % 5))\r
-               {\r
-                       switch (SoundMode)\r
-                       {\r
-                       case sdm_PC:\r
-                               SDL_PCService();\r
-                               break;\r
-                       case sdm_AdLib:\r
-                               SDL_ALSoundService();\r
-                               break;\r
-                       }\r
-               }\r
-       }\r
-       else\r
-       {\r
-               if (!(++count & 1))\r
-               {\r
-                       LocalTime++;\r
-                       TimeCount++;\r
-                       if (SoundUserHook)\r
-                               SoundUserHook();\r
-               }\r
-               switch (SoundMode)\r
-               {\r
-               case sdm_PC:\r
-                       SDL_PCService();\r
-                       break;\r
-               case sdm_AdLib:\r
-                       SDL_ALSoundService();\r
-                       break;\r
-               }\r
-       }\r
-\r
-asm    mov     ax,[WORD PTR TimerCount]\r
-asm    add     ax,[WORD PTR TimerDivisor]\r
-asm    mov     [WORD PTR TimerCount],ax\r
-asm    jnc     myack\r
-       t0OldService();                 // If we overflow a word, time to call old int handler\r
-asm    jmp     olddone\r
-myack:;\r
-       outportb(0x20,0x20);    // Ack the interrupt\r
-olddone:;\r
-\r
-#if 1  // for debugging\r
-asm    mov     dx,STATUS_REGISTER_1\r
-asm    in      al,dx\r
-asm    mov     dx,ATR_INDEX\r
-asm    mov     al,ATR_OVERSCAN\r
-asm    out     dx,al\r
-asm    mov     al,3    // blue\r
-asm    out     dx,al\r
-asm    mov     al,0x20 // normal\r
-asm    out     dx,al\r
-#endif\r
-}\r
-#endif\r
-\r
-////////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_ShutDevice() - turns off whatever device was being used for sound fx\r
-//\r
-////////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ShutDevice(void)\r
-{\r
-       switch (SoundMode)\r
-       {\r
-       case sdm_PC:\r
-               SDL_ShutPC();\r
-               break;\r
-       case sdm_AdLib:\r
-               SDL_ShutAL();\r
-               break;\r
-       }\r
-       SoundMode = sdm_Off;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_CleanDevice() - totally shuts down all sound devices\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_CleanDevice(void)\r
-{\r
-       if ((SoundMode == sdm_AdLib) || (MusicMode == smm_AdLib))\r
-               SDL_CleanAL();\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SDL_StartDevice() - turns on whatever device is to be used for sound fx\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_StartDevice(void)\r
-{\r
-       switch (SoundMode)\r
-       {\r
-       case sdm_AdLib:\r
-               SDL_StartAL();\r
-               break;\r
-       }\r
-       SoundNumber = SoundPriority = 0;\r
-}\r
-\r
-//     Public routines\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_SetSoundMode() - Sets which sound hardware to use for sound effects\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-boolean\r
-SD_SetSoundMode(SDMode mode)\r
-{\r
-       boolean result = false;\r
-       word    tableoffset;\r
-\r
-       SD_StopSound();\r
-\r
-#ifndef        _MUSE_\r
-       if ((mode == sdm_AdLib) && !AdLibPresent)\r
-               mode = sdm_PC;\r
-\r
-       switch (mode)\r
-       {\r
-       case sdm_Off:\r
-               NeedsDigitized = false;\r
-               result = true;\r
-               break;\r
-       case sdm_PC:\r
-               tableoffset = STARTPCSOUNDS;\r
-               NeedsDigitized = false;\r
-               result = true;\r
-               break;\r
-       case sdm_AdLib:\r
-               if (AdLibPresent)\r
-               {\r
-                       tableoffset = STARTADLIBSOUNDS;\r
-                       NeedsDigitized = false;\r
-                       result = true;\r
-               }\r
-               break;\r
-       }\r
-#else\r
-       result = true;\r
-#endif\r
-\r
-       if (result && (mode != SoundMode))\r
-       {\r
-               SDL_ShutDevice();\r
-               SoundMode = mode;\r
-#ifndef        _MUSE_\r
-               SoundTable = (word *)(&audiosegs[tableoffset]);\r
-#endif\r
-               SDL_StartDevice();\r
-       }\r
-\r
-       SDL_SetTimerSpeed();\r
-\r
-       return(result);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_SetMusicMode() - sets the device to use for background music\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-boolean\r
-SD_SetMusicMode(SMMode mode)\r
-{\r
-       boolean result = false;\r
-\r
-       SD_FadeOutMusic();\r
-       while (SD_MusicPlaying())\r
-               ;\r
-\r
-       switch (mode)\r
-       {\r
-       case smm_Off:\r
-               NeedsMusic = false;\r
-               result = true;\r
-               break;\r
-       case smm_AdLib:\r
-               if (AdLibPresent)\r
-               {\r
-                       NeedsMusic = true;\r
-                       result = true;\r
-               }\r
-               break;\r
-       }\r
-\r
-       if (result)\r
-               MusicMode = mode;\r
-\r
-       SDL_SetTimerSpeed();\r
-\r
-       return(result);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_Startup() - starts up the Sound Mgr\r
-//             Detects all additional sound hardware and installs my ISR\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_Startup(void)\r
-{\r
-       int     i;\r
-\r
-       if (SD_Started)\r
-               return;\r
-\r
-       SDL_SetDS();\r
-\r
-       ssIsTandy = false;\r
-       ssNoCheck = false;\r
-       alNoCheck = false;\r
-       sbNoCheck = false;\r
-       sbNoProCheck = false;\r
-#ifndef        _MUSE_\r
-       for (i = 1;i < _argc;i++)\r
-       {\r
-               switch (US_CheckParm(_argv[i],ParmStrings))\r
-               {\r
-               case 0:                                         // No AdLib detection\r
-                       alNoCheck = true;\r
-                       break;\r
-               case 1:                                         // No SoundBlaster detection\r
-                       sbNoCheck = true;\r
-                       break;\r
-               case 2:                                         // No SoundBlaster Pro detection\r
-                       sbNoProCheck = true;\r
-                       break;\r
-               case 3:\r
-                       ssNoCheck = true;               // No Sound Source detection\r
-                       break;\r
-               case 4:                                         // Tandy Sound Source handling\r
-                       ssIsTandy = true;\r
-                       break;\r
-               case 5:                                         // Sound Source present at LPT1\r
-                       ssPort = 1;\r
-                       ssNoCheck = SoundSourcePresent = true;\r
-                       break;\r
-               case 6:                     // Sound Source present at LPT2\r
-                       ssPort = 2;\r
-                       ssNoCheck = SoundSourcePresent = true;\r
-                       break;\r
-               case 7:                     // Sound Source present at LPT3\r
-                       ssPort = 3;\r
-                       ssNoCheck = SoundSourcePresent = true;\r
-                       break;\r
-               }\r
-       }\r
-#endif\r
-\r
-       SoundUserHook = 0;\r
-\r
-       t0OldService = getvect(8);      // Get old timer 0 ISR\r
-\r
-       LocalTime = TimeCount = alTimeCount = 0;\r
-\r
-       SD_SetSoundMode(sdm_Off);\r
-       SD_SetMusicMode(smm_Off);\r
-\r
-       if (!ssNoCheck)\r
-               SoundSourcePresent = SDL_DetectSoundSource();\r
-\r
-       if (!alNoCheck)\r
-       {\r
-               AdLibPresent = SDL_DetectAdLib();\r
-               if (AdLibPresent && !sbNoCheck)\r
-               {\r
-                       int port = -1;\r
-                       char *env = getenv("BLASTER");\r
-                       if (env)\r
-                       {\r
-                               long temp;\r
-                               while (*env)\r
-                               {\r
-                                       while (isspace(*env))\r
-                                               env++;\r
-\r
-                                       switch (toupper(*env))\r
-                                       {\r
-                                       case 'A':\r
-                                               temp = strtol(env + 1,&env,16);\r
-                                               if\r
-                                               (\r
-                                                       (temp >= 0x210)\r
-                                               &&      (temp <= 0x260)\r
-                                               &&      (!(temp & 0x00f))\r
-                                               )\r
-                                                       port = (temp - 0x200) >> 4;\r
-                                               else\r
-                                                       Quit("SD_Startup: Unsupported address value in BLASTER");\r
-                                               break;\r
-                                       case 'I':\r
-                                               temp = strtol(env + 1,&env,10);\r
-                                               if\r
-                                               (\r
-                                                       (temp >= 0)\r
-                                               &&      (temp <= 10)\r
-                                               &&      (sbIntVectors[temp] != -1)\r
-                                               )\r
-                                               {\r
-                                                       sbInterrupt = temp;\r
-                                                       sbIntVec = sbIntVectors[sbInterrupt];\r
-                                               }\r
-                                               else\r
-                                                       Quit("SD_Startup: Unsupported interrupt value in BLASTER");\r
-                                               break;\r
-                                       case 'D':\r
-                                               temp = strtol(env + 1,&env,10);\r
-                                               if ((temp == 0) || (temp == 1) || (temp == 3))\r
-                                                       SDL_SBSetDMA(temp);\r
-                                               else\r
-                                                       Quit("SD_Startup: Unsupported DMA value in BLASTER");\r
-                                               break;\r
-                                       default:\r
-                                               while (isspace(*env))\r
-                                                       env++;\r
-                                               while (*env && !isspace(*env))\r
-                                                       env++;\r
-                                               break;\r
-                                       }\r
-                               }\r
-                       }\r
-                       SoundBlasterPresent = SDL_DetectSoundBlaster(port);\r
-               }\r
-       }\r
-\r
-       for (i = 0;i < 255;i++)\r
-               pcSoundLookup[i] = i * 60;\r
-\r
-       if (SoundBlasterPresent)\r
-               SDL_StartSB();\r
-\r
-       SDL_SetupDigi();\r
-\r
-       SD_Started = true;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_Default() - Sets up the default behaviour for the Sound Mgr whether\r
-//             the config file was present or not.\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_Default(boolean gotit,SDMode sd,SMMode sm)\r
-{\r
-       boolean gotsd,gotsm;\r
-\r
-       gotsd = gotsm = gotit;\r
-\r
-       if (gotsd)      // Make sure requested sound hardware is available\r
-       {\r
-               switch (sd)\r
-               {\r
-               case sdm_AdLib:\r
-                       gotsd = AdLibPresent;\r
-                       break;\r
-               }\r
-       }\r
-       if (!gotsd)\r
-       {\r
-               if (AdLibPresent)\r
-                       sd = sdm_AdLib;\r
-               else\r
-                       sd = sdm_PC;\r
-       }\r
-       if (sd != SoundMode)\r
-               SD_SetSoundMode(sd);\r
-\r
-\r
-       if (gotsm)      // Make sure requested music hardware is available\r
-       {\r
-               switch (sm)\r
-               {\r
-               case sdm_AdLib:\r
-                       gotsm = AdLibPresent;\r
-                       break;\r
-               }\r
-       }\r
-       if (!gotsm)\r
-       {\r
-               if (AdLibPresent)\r
-                       sm = smm_AdLib;\r
-       }\r
-       if (sm != MusicMode)\r
-               SD_SetMusicMode(sm);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_Shutdown() - shuts down the Sound Mgr\r
-//             Removes sound ISR and turns off whatever sound hardware was active\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_Shutdown(void)\r
-{\r
-       if (!SD_Started)\r
-               return;\r
-\r
-       SD_MusicOff();\r
-       SD_StopSound();\r
-       SDL_ShutDevice();\r
-       SDL_CleanDevice();\r
-\r
-       if (SoundBlasterPresent)\r
-               SDL_ShutSB();\r
-\r
-       if (SoundSourcePresent)\r
-               SDL_ShutSS();\r
-\r
-       asm     pushf\r
-       asm     cli\r
-\r
-       SDL_SetTimer0(0);\r
-\r
-       setvect(8,t0OldService);\r
-\r
-       asm     popf\r
-\r
-       SD_Started = false;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_SetUserHook() - sets the routine that the Sound Mgr calls every 1/70th\r
-//             of a second from its timer 0 ISR\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_SetUserHook(void (* hook)(void))\r
-{\r
-       SoundUserHook = hook;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_PositionSound() - Sets up a stereo imaging location for the next\r
-//             sound to be played. Each channel ranges from 0 to 15.\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_PositionSound(int leftvol,int rightvol)\r
-{\r
-       LeftPosition = leftvol;\r
-       RightPosition = rightvol;\r
-       nextsoundpos = true;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_PlaySound() - plays the specified sound on the appropriate hardware\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-boolean\r
-SD_PlaySound(soundnames sound)\r
-{\r
-       boolean         ispos;\r
-       SoundCommon     far *s;\r
-       int     lp,rp;\r
-\r
-       lp = LeftPosition;\r
-       rp = RightPosition;\r
-       LeftPosition = 0;\r
-       RightPosition = 0;\r
-\r
-       ispos = nextsoundpos;\r
-       nextsoundpos = false;\r
-\r
-       if (sound == -1)\r
-               return(false);\r
-\r
-       s = MK_FP(SoundTable[sound],0);\r
-       if ((SoundMode != sdm_Off) && !s)\r
-               Quit("SD_PlaySound() - Uncached sound");\r
-\r
-       if ((DigiMode != sds_Off) && (DigiMap[sound] != -1))\r
-       {\r
-               if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
-               {\r
-                       if (s->priority < SoundPriority)\r
-                               return(false);\r
-\r
-                       SDL_PCStopSound();\r
-\r
-                       SD_PlayDigitized(DigiMap[sound],lp,rp);\r
-                       SoundPositioned = ispos;\r
-                       SoundNumber = sound;\r
-                       SoundPriority = s->priority;\r
-               }\r
-               else\r
-               {\r
-               asm     pushf\r
-               asm     cli\r
-                       if (DigiPriority && !DigiNumber)\r
-                       {\r
-                       asm     popf\r
-                               Quit("SD_PlaySound: Priority without a sound");\r
-                       }\r
-               asm     popf\r
-\r
-                       if (s->priority < DigiPriority)\r
-                               return(false);\r
-\r
-                       SD_PlayDigitized(DigiMap[sound],lp,rp);\r
-                       SoundPositioned = ispos;\r
-                       DigiNumber = sound;\r
-                       DigiPriority = s->priority;\r
-               }\r
-\r
-               return(true);\r
-       }\r
-\r
-       if (SoundMode == sdm_Off)\r
-               return(false);\r
-       if (!s->length)\r
-               Quit("SD_PlaySound() - Zero length sound");\r
-       if (s->priority < SoundPriority)\r
-               return(false);\r
-\r
-       switch (SoundMode)\r
-       {\r
-       case sdm_PC:\r
-               SDL_PCPlaySound((void far *)s);\r
-               break;\r
-       case sdm_AdLib:\r
-               SDL_ALPlaySound((void far *)s);\r
-               break;\r
-       }\r
-\r
-       SoundNumber = sound;\r
-       SoundPriority = s->priority;\r
-\r
-       return(false);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_SoundPlaying() - returns the sound number that's playing, or 0 if\r
-//             no sound is playing\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-word\r
-SD_SoundPlaying(void)\r
-{\r
-       boolean result = false;\r
-\r
-       switch (SoundMode)\r
-       {\r
-       case sdm_PC:\r
-               result = pcSound? true : false;\r
-               break;\r
-       case sdm_AdLib:\r
-               result = alSound? true : false;\r
-               break;\r
-       }\r
-\r
-       if (result)\r
-               return(SoundNumber);\r
-       else\r
-               return(false);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_StopSound() - if a sound is playing, stops it\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_StopSound(void)\r
-{\r
-       if (DigiPlaying)\r
-               SD_StopDigitized();\r
-\r
-       switch (SoundMode)\r
-       {\r
-       case sdm_PC:\r
-               SDL_PCStopSound();\r
-               break;\r
-       case sdm_AdLib:\r
-               SDL_ALStopSound();\r
-               break;\r
-       }\r
-\r
-       SoundPositioned = false;\r
-\r
-       SDL_SoundFinished();\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_WaitSoundDone() - waits until the current sound is done playing\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_WaitSoundDone(void)\r
-{\r
-       while (SD_SoundPlaying())\r
-               ;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_MusicOn() - turns on the sequencer\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_MusicOn(void)\r
-{\r
-       sqActive = true;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_MusicOff() - turns off the sequencer and any playing notes\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_MusicOff(void)\r
-{\r
-       word    i;\r
-\r
-\r
-       switch (MusicMode)\r
-       {\r
-       case smm_AdLib:\r
-               alFXReg = 0;\r
-               alOut(alEffects,0);\r
-               for (i = 0;i < sqMaxTracks;i++)\r
-                       alOut(alFreqH + i + 1,0);\r
-               break;\r
-       }\r
-       sqActive = false;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_StartMusic() - starts playing the music pointed to\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_StartMusic(MusicGroup far *music)\r
-{\r
-       SD_MusicOff();\r
-asm    pushf\r
-asm    cli\r
-\r
-       if (MusicMode == smm_AdLib)\r
-       {\r
-               sqHackPtr = sqHack = music->values;\r
-               sqHackSeqLen = sqHackLen = music->length;\r
-               sqHackTime = 0;\r
-               alTimeCount = 0;\r
-               SD_MusicOn();\r
-       }\r
-\r
-asm    popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_FadeOutMusic() - starts fading out the music. Call SD_MusicPlaying()\r
-//             to see if the fadeout is complete\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_FadeOutMusic(void)\r
-{\r
-       switch (MusicMode)\r
-       {\r
-       case smm_AdLib:\r
-               // DEBUG - quick hack to turn the music off\r
-               SD_MusicOff();\r
-               break;\r
-       }\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-//     SD_MusicPlaying() - returns true if music is currently playing, false if\r
-//             not\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-boolean\r
-SD_MusicPlaying(void)\r
-{\r
-       boolean result;\r
-\r
-       switch (MusicMode)\r
-       {\r
-       case smm_AdLib:\r
-               result = false;\r
-               // DEBUG - not written\r
-               break;\r
-       default:\r
-               result = false;\r
-       }\r
-\r
-       return(result);\r
-}\r