Using new string sound.

This commit is contained in:
William Kendrick 2009-06-06 18:27:21 +00:00
parent d1e86ed445
commit 82092363b6

View file

@ -2,8 +2,6 @@
#include "SDL_image.h"
#include "SDL_mixer.h"
// string.ogg is in /sounds but needs code adding
Mix_Chunk * string_snd;
unsigned int img_w, img_h;
static Uint8 string_r, string_g, string_b;
@ -163,12 +161,17 @@ void string_release(magic_api * api, int which,
}
string_draw_angle((void *) api, which, canvas, snapshot, string_ox, string_oy, x, y, update_rect);
}
// no sound at the moment
// api->playsound(string_snd, (x * 255) / canvas->w, 255);
api->playsound(string_snd, (x * 255) / canvas->w, 255);
}
int string_init(__attribute__((unused)) magic_api * api)
{
{
char fname[1024];
snprintf(fname, sizeof(fname), "%s/sounds/magic/string.ogg",
api->data_directory);
string_snd = Mix_LoadWAV(fname);
return(1);
}
@ -176,6 +179,9 @@ void string_shutdown(__attribute__((unused)) magic_api * api)
{
if (canvas_backup)
SDL_FreeSurface(canvas_backup);
if (string_snd != NULL)
Mix_FreeChunk(string_snd);
}
void string_switchin(__attribute__((unused)) magic_api * api, __attribute__((unused)) int which, __attribute__((unused)) int mode, SDL_Surface * canvas, __attribute__((unused)) SDL_Surface * snapshot)