Sound effect for new "Comic Dots" Magic tool
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61478d7858
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143b50733c
4 changed files with 25 additions and 7 deletions
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@ -83,7 +83,7 @@ int comicdot_init(magic_api * api, Uint8 disabled_features ATTRIBUTE_UNUSED, Uin
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char fname[1024];
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int i;
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snprintf(fname, sizeof(fname), "%ssounds/magic/xor.ogg", api->data_directory); // FIXME
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snprintf(fname, sizeof(fname), "%ssounds/magic/comic_dots.ogg", api->data_directory);
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comicdot_snd = Mix_LoadWAV(fname);
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/* Load base pattern image */
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@ -222,7 +222,7 @@ void comicdot_drag(magic_api * api, int which, SDL_Surface * canvas,
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update_rect->w = (x + comicdot_radius) - update_rect->x;
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update_rect->h = (y + comicdot_radius) - update_rect->y;
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api->playsound(comicdot_snd, (x * 255) / canvas->w, 255);
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api->playsound(comicdot_snd, 64 + ((x * 127) / canvas->w), 255);
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}
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void comicdot_click(magic_api * api, int which, int mode,
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@ -251,6 +251,12 @@ void comicdot_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUS
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SDL_Surface * last ATTRIBUTE_UNUSED, int x ATTRIBUTE_UNUSED,
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int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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{
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/* FIXME: Would be nice to be able to ask Tux Paint to pause
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the sound (`Mix_Pause()`), and then resume (`Mix_Resume()`)
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(or start new (`Mix_PlayChannel()`) if nothing is currently playing)
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on click/drag. That way the sound won't start over every time
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you make small stroke. */
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api->stopsound();
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}
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void comicdot_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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