Sound effects are game-specific so should be handled in userland, but we need the hooks / event listeners for them.
(One approach would be to name a bunch of events, and a game can just tell rpgbase a dictionary of key = event name, value= sound file, and those sounds get played for those events.)
Sound effects are game-specific so should be handled in userland, but we need the hooks / event listeners for them.
(One approach would be to name a bunch of events, and a game can just tell rpgbase a dictionary of key = event name, value= sound file, and those sounds get played for those events.)