Open SBCopeland opened 8 years ago
Created SoundManager Class. Created folder Sound. Added WAV file quack.wav to folder Sound.
Basic init and sound play done and confirmed working. If Direct Sound fails to load make sure the Sound folder exists in project root and contains the quack.wav file.
Currently when game loads it should quack once. The (player)character now quacks once per jump.
Next step: Working on background music with soundFX overlapping when needed.
Added WAV file ElectroSong.wav to folder Sound.
Removed single quack sound that played on game start. A sound not loading will no longer stop the game. BGMusic in place, not working just yet.
Removed SoundManager Class. (Used DirectSound) Created SoundSystem Class. (Uses FMOD Ex) Added FMOD_Ex API to Sound folder.(Lib and Inc probably need to be linked to project.)
Game now plays background music track ElectroSong.wav when in play. The player still quacks when jumping.
Class could use some cleanup and small changes perhaps otherwise is ready and final. commit - 2c0267c576cda428ee6a854e2507716d93250382
Added quacksaid.wav file to Sound folder. Modified quack.wav file, shorter with no air. Any part of sound init that fails will now throw back a message saying exactly what part failed. Removed unused functions. Removed UpdateSound function. Added Play function instead.
commit f833a89d0e96925cc1ffb4c4927100d6d11760a9
SoundSystem class was rebuilt as singleton pattern. (Big thanks to Andrew on making that happen.) Play by String was switched to Enum instead. Added mobdeath.mp3 to Sound folder. Enemy with hat now makes death sound when killed.
commit 6fe9d928b927736126ca7f00afbf080062618d74
Created new channel and sound in SoundSystem class. Added blop.wav to Sound folder. = SOUND::PICKUP When player picks up an orange it now plays the PICKUP sound.
commit 6476474703f72f7fa9b64dc447f950e68ad18acf
Create sound/music manager to handle game music and sounds.