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https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
added some tweaks to playSound
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@ -152,8 +152,8 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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assets->addTexture("egg", "assets/egg.png");
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assets->addTexture("egg", "assets/egg.png");
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*/
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*/
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// loading sounds
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// loading sounds
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assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
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// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
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assets->addSoundEffect("steps", "assets/sound/steps.wav");
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// assets->addSoundEffect("steps", "assets/sound/steps.wav");
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// loading music
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// loading music
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// assets->addMusic("background_music", "assets/sound/background_music.mp3");
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// assets->addMusic("background_music", "assets/sound/background_music.mp3");
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@ -51,7 +51,15 @@ void SoundManager::playSound(GameInternal* game, std::string sound, bool canOver
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{
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{
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if(!canOverlap)
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if(!canOverlap)
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{
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{
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if (Mix_Playing(channel) != 0)
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// dev needs to specify a channel for this check to work, if they set it to -1 and let sdl pick the first available
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// channel mix_getchunk() won't work
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if (Mix_Playing(channel) != 0 &&
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Mix_GetChunk(channel) == game->assets->getSound(sound) &&
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channel != -1)
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{
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return;
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}
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Mix_HaltChannel(channel);
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Mix_HaltChannel(channel);
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}
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}
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