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Line 515... Line 515...
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    #ifndef RS_KOS
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    #ifndef RS_KOS
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        rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 2); 
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        rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 2); 
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    #endif
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    #endif
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-
 
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    soundbuf_init(&game.sound_test1, 1536);
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//    soundbuf_fill(&game.sound_test1, 2, 50);
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//    soundbuf_sin_fade(&game.sound_test1, 0.7);
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    soundbuf_init(&game.sound_shoot, 1536);
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	rs_sgen_init(2, game.sound_test1.length_samples);
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	rs_sgen_init(2, game.sound_shoot.length_samples);
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	rs_sgen_func_pm(1, 2900.0, 1.70, 65.0, 17.0, 1.0);
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	rs_sgen_func_pm(1, 2900.0, 1.70, 65.0, 17.0, 1.0);
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	rs_sgen_func_normalize(1, 0.6);
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	rs_sgen_func_normalize(1, 0.6);
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//	rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 4.0);
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//	rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 4.0);
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	rs_sgen_func_highpass(0, 1, 1.0, 0.0, 3.0);
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	rs_sgen_func_highpass(0, 1, 1.0, 0.0, 3.0);
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-
 
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	rs_sgen_wave_out(0);
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	memcpy(game.sound_shoot.data, (unsigned char*) rs_sgen_reg.wave_out, game.sound_shoot.length_samples*2 );
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	rs_sgen_term();
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    soundbuf_update(&game.sound_shoot);
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    soundbuf_init(&game.sound_turret_shoot, 4096);
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	rs_sgen_init(2, game.sound_turret_shoot.length_samples);
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	rs_sgen_func_pm(1, 227.0, 4.70, 555.0, 150.0, 0.01);
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	rs_sgen_func_normalize(1, 0.6);
Line -... Line 541...
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//	rs_sgen_func_highpass(0, 1, 1.0, 0.0, 3.0);
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	rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 3.0);
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    soundbuf_update(&game.sound_music);
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    soundbuf_update(&game.sound_music);
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-
 
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-
 
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-
 
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    int d[4] = { 5, 6, 1, 2 };
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-
 
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-
 
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    soundbuf_init(&game.sound_music2, soundlen);
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-
 
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    for (t = t_shift; t < soundlen+t_shift; t++) {
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//        y = 1 + (t & 16383);
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//        x = (t * c[ (t>>13) & 3 ] / 24) & 127;
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-
 
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-
 
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//    int d[4] = { 5, 6, 1, 2 };
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-
 
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-
 
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//    soundbuf_init(&game.sound_music2, soundlen);
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//    
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//    for (t = t_shift; t < soundlen+t_shift; t++) {
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//            
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////        y = 1 + (t & 16383);
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////        x = (t * c[ (t>>13) & 3 ] / 24) & 127;
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//            
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        game.sound_music2.data[t-t_shift] = (0xFF & 
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//        game.sound_music2.data[t-t_shift] = (0xFF & 
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            (                                        
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//            (                                        
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           //( t*5 & t >> 7 ) | ( t*2 & t >> 10 )
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//           //( t*5 & t >> 7 ) | ( t*2 & t >> 10 )
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//                                                    
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           // ( ((t*t*t/1000000 + t) % 127) | t>>4 | t>>5 | (t%127) ) + ( (t>>16) | t )
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//           // ( ((t*t*t/1000000 + t) % 127) | t>>4 | t>>5 | (t%127) ) + ( (t>>16) | t )
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//           
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//           ((t>>11) | (t>>7) | ( t>>5) | (t))
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////           ((t>>11) | (t>>7) | ( t>>5) | (t))
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//           //+ 
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////           //+ 
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//           //(( (t*5) >>12) & ( (t*3)>>19))
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////           //(( (t*5) >>12) & ( (t*3)>>19))
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664
//             
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//                (3000 / y) * 35
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////                (3000 / y) * 35
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//             + x*y*40000
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////             + x*y*40000
655
//             + ( ( ((t>>8) & (t>>10)) | (t >> 14) | x) & 63 )
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////             + ( ( ((t>>8) & (t>>10)) | (t >> 14) | x) & 63 )
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//                                
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                 // (  ((6 * t / d[ (t>>13) & 15 ] ) & 127) * 10000 ) 
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//                 // (  ((6 * t / d[ (t>>13) & 15 ] ) & 127) * 10000 ) 
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                 //|( ( t>>3 ) )                
670
//                 //|( ( t>>3 ) )                
659
             
671
//             
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                    (t*NOTE( d[ (t>>13) & 3 ] )*10000)
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//                    (t*NOTE( d[ (t>>13) & 3 ] )*10000)
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                    | ((t>>6)*20000) 
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//                    | ((t>>6)*20000) 
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//             
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             )
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//             )
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    int i;
711
    int i;
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    for (i = 0; i < ROCKS_COUNT; i++) {
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    for (i = 0; i < ROCKS_COUNT; i++) {
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        texture_free(&game.tex_rocks[i]);
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        texture_free(&game.tex_rocks[i]);
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    };
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    };
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    soundbuf_free(&game.sound_hit);
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    soundbuf_free(&game.sound_music);
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-
 
719
    for (i = 0; i < SOUND_EXPLOSIONS_COUNT; i++) {
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        soundbuf_free(&game.sound_explosions[i]);
-
 
721
    };
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-
 
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-
 
724
    soundbuf_free(&game.sound_shoot);
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    soundbuf_free(&game.sound_test1);
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    soundbuf_free(&game.sound_turret_shoot);
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    soundbuf_free(&game.sound_test2);
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    soundbuf_free(&game.sound_test2);
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    soundbuf_free(&game.sound_test3);
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    soundbuf_free(&game.sound_test3);
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            break;
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            break;
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//        case RS_KEY_SPACE:
765
        case RS_KEY_SPACE:
745
//                soundbuf_play( &game.sound_music, SND_MODE_LOOP );
766
                soundbuf_play( &game.sound_turret_shoot, 0 );
746
//            break;
767
            break;
-
 
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769
        #ifdef RS_LINUX
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        #ifdef RS_LINUX
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