;Sound Effect Demo
;-----------------
;An example of modulating a sound sample.
;
;LMB plays the sound.
;RMB exits the demo.

	opt	o+

	INCLUDE	"exec/exec_lib.i"
	INCLUDE	"games/games_lib.i"
	INCLUDE	"games/games.i

CALL	MACRO
	jsr	_LVO\1(a6)
	ENDM

	SECTION	"Sound",CODE

;==========================================================================;
;                             INITIALISE DEMO
;==========================================================================;

Start:	MOVEM.L	A0-A6/D1-D7,-(SP)
	move.l	($4).w,a6
	lea	GMS_Name(pc),a1
	moveq	#$00,d0
	CALL	OpenLibrary
	move.l	d0,GMS_Base
	beq	Quit

	move.l	GMS_Base(pc),a6
	CALL	SetUserPri

	CALL	AllocAudio
	tst.w	d0
	bne.s	AudioError

	lea	Sound_Gong(pc),a0
	CALL	InitSound
	tst.w	d0
	bne.s	AudioError

;==========================================================================;
;                                MAIN LOOP
;==========================================================================;

MainLoop:
	move.l	GMS_Base(pc),a6
	CALL	Wait_OSVBL

	moveq	#JPORT1,d0
	CALL	Read_Mouse
	btst	#MB_RMB,d0
	bne.s	ReturnDOS
	btst	#MB_LMB,d0
	beq.s	MainLoop

	lea	Sound_Gong(pc),a0
	CALL	PlaySoundPri
	lea	Sound_Modulus(pc),a0
	CALL	PlaySoundPri

.release
	moveq	#JPORT1,d0
	CALL	Read_Mouse
	btst	#MB_LMB,d0
	bne.s	.release

	bra.s	MainLoop

;===========================================================================;
;                              RETURN TO DOS
;===========================================================================;

ReturnDOS:
	move.l	GMS_Base(pc),a6
	CALL	FreeAudio
	lea	Sound_Gong(pc),a0
	CALL	FreeSound
AudioError:
	move.l	GMS_Base(pc),a1
	move.l	($4).w,a6
	CALL	CloseLibrary
Quit	MOVEM.L	(SP)+,A0-A6/D1-D7
	moveq	#$00,d0
	rts

;===========================================================================;
;                                  DATA
;===========================================================================;

GMS_Name:
	dc.b	"games.library",0
	even
GMS_Base:
	dc.l	0

AMT_PLANES =	1

ScreenStruct:
	dc.l	"GSV1",0
	dc.l	0,0,0                    ;Screen_Mem1/2/3
	dc.l	0                        ;Screen link.
	dc.l	ScreenPalette            ;Address of screen palette.
	dc.l	0                        ;Address of rasterlist.
	dc.l	4                        ;Amt of colours in palette.
	dc.w	320,256,320,256          ;Screen & Pic Height/Width.
	dc.w	AMT_PLANES               ;Amt_Planes
	dc.w	0,0                      ;Top Of Screen, X/Y
	dc.w	0,0                      ;X/Y counters (for scrolling).
	dc.l	0                        ;Special attributes.
	dc.w	LORES                    ;Screen mode.
	dc.b	INTERLEAVED              ;Screen type
	dc.b	0                        ;Reserved
	even

ScreenPalette:
	dc.w	$0000,$0DDD,$0666,$0222

Sound_Modulus:
	dc.l	"SMV1",0                 ;Structure version.
	dc.w	CHANNEL1                 ;Channel to play through.
	dc.w	1                        ;Priority
	dc.l	0                        ;Header
	dc.l	Modulus                  ;Address
	dc.l	8                        ;Length
	dc.w	OCT_A7S                  ;Period
	dc.w	100                      ;Volume
	dc.l	SBIT8|SREPEAT|SMODPER    ;Attributes
	dc.l	0	;File

Sound_Gong:
	dc.l	"SMV1",0                 ;Structure version.
	dc.w	CHANNEL2                 ;Channel to play through.
	dc.w	1                        ;Priority
	dc.l	Gong                     ;Header
	dc.l	0                        ;Address
	dc.l	0                        ;Length
	dc.w	OCT_C2S                  ;Period
	dc.w	100                      ;Volume
	dc.l	SBIT8	;Attributes
	dc.l	Gong	;File

Gong:	dc.b	"GAMESLIB:data/IFF.Lightning",0
	even

;===========================================================================;
;                            SOUND DATA (CHIP)
;===========================================================================;

	SECTION	"SoundArea",DATA_C

Modulus: dc.w	600,550,500,450,400,450,500,550

