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Text File | 1994-07-26 | 1.3 KB | 37 lines | [TEXT/KAHL] |
- //• C translation from Pascal source file: soundConst.p
-
- //• =================================================.
- //• ============= Sound Constants and handles ==============.
- //• =================================================.
-
- //• Example file for Ingemars Sprite Animation Toolkit.
- //• © Ingemar Ragnemalm 1992.
- //• See doc files for legal terms for using this code.
-
- //• This file defines handles for your sound resources. The procedure LoadSounds.
- //• is called at startup. It calls the sound units for each sound to preload. Note that.
- //• merely loading the sound is not enough if the sound unit decides to use Sound Driver.
-
- //• When designing your game, my advice to you is to use sounds, several sounds,.
- //• but not ridiculously many and large. A simplistic game that takes 1000k on disk.
- //• just because it contains lots of sounds is just a waste of disk (and we have seen.
- //• far too many of them on the shareware market), but a well-polished, complex.
- //• and interesting game can and should use more.
-
- //• SoundConst; I know, bad name for the unit, nowadays.
-
- //• Prototypes, etc.
-
- #include "SAT.h"
-
- Handle toffH, dunkH, piuH, kraschH;
-
- void LoadSounds ()
- {
- toffH = SATGetNamedSound ("\ptoff");
- dunkH = SATGetNamedSound ("\pDunk");
- piuH = SATGetNamedSound ("\ppiu");
- kraschH = SATGetNamedSound ("\pKrasch 1");
- }
-
-