;Sound Effect Demo
;-----------------
;This is a simple demo that plays a sound effect.  You have to supply your
;own IFF sound at the end of this file.
;
;Press LMB to play the sound.
;Press RMB to exit 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	AllocAudio
	tst.w	d0
	bne.s	AudioError

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

;==========================================================================;

;==========================================================================;

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

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

	lea	Sound_Gong(pc),a0
	CALL	PlaySoundPri
	addq.w	#2,SAM_Octave(a0)
	cmp.w	#OCT_A4,SAM_Octave(a0)
	blt.s	.release
	move.w	#OCT_G0S,SAM_Octave(a0)

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

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

ReturnToDOS:
	move.l	GMS_Base(pc),a6
	lea	Sound_Gong(pc),a0
	CALL	FreeSound
	CALL	FreeAudio
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	Palette                  ;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

Palette	dc.w	$0000,$0DDD,$0666,$0222

Sound_Gong:
	dc.l	"SMV1",0                 ;Structure version.
	dc.w	CHANNEL_ALL              ;Channel to play through.
	dc.w	1                        ;Priority.
	dc.l	0                        ;Sample header
	dc.l	0                        ;Sample address.
	dc.l	0                        ;Sample length.
	dc.w	OCT_C0S                  ;Sample period.
	dc.w	100                      ;Sample volume.
	dc.l	0	;Sound attributes.
	dc.l	Gong	;Sound file.

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

