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engines/icb/fn_sting_pc.cpp
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262
engines/icb/fn_sting_pc.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/debug.h"
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#include "engines/icb/icb.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/session.h"
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#include "engines/icb/common/ptr_util.h"
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#include "engines/icb/sound/direct_sound.h"
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#include "engines/icb/sound/music_manager.h"
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#include "engines/icb/sound.h"
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namespace ICB {
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mcodeFunctionReturnCodes fn_preload_sting(int32 &result, int32 *params) { return (MS->fn_preload_sting(result, params)); }
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mcodeFunctionReturnCodes fn_play_sting(int32 &result, int32 *params) { return (MS->fn_play_sting(result, params)); }
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mcodeFunctionReturnCodes fn_stop_sting(int32 &result, int32 *params) { return (MS->fn_stop_sting(result, params)); }
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mcodeFunctionReturnCodes speak_allocate_music(int32 &result, int32 *params) { return (MS->speak_allocate_music(result, params)); }
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mcodeFunctionReturnCodes speak_preload_music(int32 &result, int32 *params) { return (MS->speak_preload_music(result, params)); }
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mcodeFunctionReturnCodes speak_play_music(int32 &result, int32 *params) { return (MS->speak_play_music(result, params)); }
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mcodeFunctionReturnCodes speak_stop_music(int32 &result, int32 *params) { return (MS->speak_stop_music(result, params)); }
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mcodeFunctionReturnCodes speak_end_music(int32 &result, int32 *params) { return (MS->speak_end_music(result, params)); }
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// Global data for this file
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int32 inSpeechMusicAllocated = 0;
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// Useful prototype
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bool8 DoesClusterContainFile(const char *clustername, uint32 hash_to_find, uint32 &fileoffset, uint32 &filesize);
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void LoadSting(uint32 looking_for_hash, bool8 looping = FALSE8) {
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#ifdef PC_DEMO
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return;
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#endif
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pxString clustername;
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// Just so that the game can be run from non-clustered data
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/*const char* cluster_root = "thegame\\english\\pc\\everything\\cd1";*/
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// Do nothing if parameter zero
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if (looking_for_hash == 0)
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return;
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clustername.Format("g\\music.clu");
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// To store offsets in cluster
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uint32 file_offset, file_size;
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// Take a look
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if (!DoesClusterContainFile(clustername, looking_for_hash, file_offset, file_size)) {
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// Wav not present in global cluster either
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Fatal_error(pxVString("Music file: %d could not be found in the global music cluster", looking_for_hash));
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}
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// If we've allocated some emulated psx memory
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if (inSpeechMusicAllocated != 0) {
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if ((int32)file_size > inSpeechMusicAllocated)
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Fatal_error("Cannot load music as it's size exceeds that given to speak_allocate_music()!");
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}
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// Pass parameters to the music manager through this low-level interface
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if (g_theMusicManager) {
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g_theMusicManager->LoadMusic(clustername, file_offset, /*looping,*/ GetMusicVolume());
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}
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}
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void PlaySting(uint32 looking_for_hash, bool8 looping = FALSE8) {
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#ifdef PC_DEMO
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return;
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#endif
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pxString clustername;
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// Just so that the game can be run from non-clustered data
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/*const char* cluster_root = "thegame\\english\\pc\\everything\\cd1";*/
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clustername.Format("g\\music.clu");
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// To store offsets in cluster
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uint32 file_offset, file_size;
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// Take a look
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if (!DoesClusterContainFile(clustername, looking_for_hash, file_offset, file_size)) {
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// Wav not present in global cluster either
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Fatal_error(pxVString("Music file: %d could not be found in the global music cluster", looking_for_hash));
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}
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if (g_theMusicManager) {
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// This loads only if not already loaded then starts playback
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g_theMusicManager->StartMusic(clustername, file_offset, /*looping,*/ GetMusicVolume());
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}
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}
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mcodeFunctionReturnCodes _game_session::fn_play_sting(int32 &, int32 *params) {
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if (g_icb->getGameType() == GType_ICB) {
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if (inSpeechMusicAllocated != 0)
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return IR_REPEAT;
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if (g_theMusicManager) {
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// Stop playback
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g_theMusicManager->StopMusic();
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}
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PlaySting((uint32)params[0]);
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} else if (g_icb->getGameType() == GType_ELDORADO) {
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const char *sting_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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bool8 looping = FALSE8;
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// Check for looping tag on sting name
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uint32 len = strlen(sting_name);
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if (len < 3)
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Fatal_error("fn_play_sting(%s): Invalid sting name!", sting_name);
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if (sting_name[len - 2] == '_' && sting_name[len - 1] == 't')
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looping = TRUE8;
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PlaySting(HashString(sting_name), looping);
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}
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return IR_CONT;
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}
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mcodeFunctionReturnCodes _game_session::fn_preload_sting(int32 &, int32 *params) {
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if (g_icb->getGameType() == GType_ICB) {
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if (inSpeechMusicAllocated != 0)
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return IR_REPEAT;
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if (g_theMusicManager) {
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// Stop playback
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g_theMusicManager->StopMusic();
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}
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LoadSting((uint32)params[0]);
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} else if (g_icb->getGameType() == GType_ELDORADO) {
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const char *sting_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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bool8 looping = FALSE8;
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// Check for looping tag on sting name
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uint32 len = strlen(sting_name);
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if (len < 3)
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Fatal_error("fn_play_sting(%s): Invalid sting name!", sting_name);
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if (sting_name[len - 2] == '_' && sting_name[len - 1] == 't')
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looping = TRUE8;
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LoadSting(HashString(sting_name), looping);
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}
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return IR_CONT;
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}
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mcodeFunctionReturnCodes _game_session::fn_stop_sting(int32 &, int32 *) {
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if (inSpeechMusicAllocated != 0)
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return IR_REPEAT;
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if (g_theMusicManager) {
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// Stop playback
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g_theMusicManager->StopMusic();
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// Wait for fade to finish
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if (g_theMusicManager->IsPlaying())
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return IR_REPEAT;
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}
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return IR_CONT;
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}
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mcodeFunctionReturnCodes _game_session::speak_allocate_music(int32 &, int32 *params) {
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int32 seconds = (int32)params[0];
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int32 hertz = (int32)params[1];
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// Hardcode this puupy to match the psx for now
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hertz = 16000;
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if (seconds <= 0 || seconds > 20)
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Fatal_error("Invalid parameter to speak_allocate_music(secs, hz): secs = %d", seconds);
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// Calculate the number of bytes requested to check later
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inSpeechMusicAllocated = 2 * seconds * hertz * (16 / 8);
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return IR_CONT;
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}
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mcodeFunctionReturnCodes _game_session::speak_preload_music(int32 &, int32 *params) {
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if (inSpeechMusicAllocated == 0)
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Fatal_error("speak_preload_music() called before speak_allocate_music()!");
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if (g_theMusicManager) {
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// Stop playback
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g_theMusicManager->StopMusic();
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}
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LoadSting((uint32)params[0]);
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return IR_CONT;
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}
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mcodeFunctionReturnCodes _game_session::speak_play_music(int32 &, int32 *params) {
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if (inSpeechMusicAllocated == 0)
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Fatal_error("speak_play_music() called before speak_allocate_music()!");
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if (g_theMusicManager) {
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// Stop playback
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g_theMusicManager->StopMusic();
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}
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PlaySting((uint32)params[0]);
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return IR_CONT;
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}
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mcodeFunctionReturnCodes _game_session::speak_stop_music(int32 &, int32 *) {
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if (g_theMusicManager) {
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// Stop playback
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g_theMusicManager->StopMusic();
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}
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return IR_CONT;
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}
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mcodeFunctionReturnCodes _game_session::speak_end_music(int32 &, int32 *) {
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inSpeechMusicAllocated = 0;
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return IR_CONT;
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}
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} // End of namespace ICB
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