Closed GoogleCodeExporter closed 9 years ago
This one should be pretty easy to do. Just add it to sound.h and use
playSound().
Original comment by toaster2...@gmail.com
on 16 Dec 2014 at 2:22
Yep. Although I'm not sure about the limits of maxmod in terms of sfx since we
will need to load 2 sounds for each of the major natural block. I was thinking
there could be 4 sounds for each block type defined in blocks.cpp.
Original comment by Matthew3...@gmail.com
on 16 Dec 2014 at 9:01
[deleted comment]
Load/Unload sound effects as needed. r460
Original comment by toaster2...@gmail.com
on 18 Dec 2014 at 3:24
I thought that we did this at some point, but eventually ran into issues with
MaxMod crashing. Removing the effects fixed the issue at the time. Sound
effects should still be added though, and I don't understand why the issue did
occur.
Original comment by goldenscruff
on 10 Feb 2015 at 10:27
It was not sound effects that caused this bug, rather the background music.
See revisions r370 r371 r316
The sound effects should be fairly easy to add, however I think that the .wav
files take up quite a lot of room in the .nds file and the DS' 4MB memory.
Original comment by goldenscruff
on 10 Feb 2015 at 10:33
Have we looked into this?
https://nodadev.wordpress.com/nds-projects/advanced-sound-library/
Original comment by Matthew3...@gmail.com
on 11 Feb 2015 at 3:50
These issues are not necessary for version 0.2.0.
Original comment by Matthew3...@gmail.com
on 21 Feb 2015 at 7:08
Original issue reported on code.google.com by
Matthew3...@gmail.com
on 16 Dec 2014 at 2:20