Version 12 (modified by erwin, 16 years ago) (diff) |
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Sound
Presented to you by Erwin Herrsche?
User Guide
Level ambient sound
If you want to load an ambient sound in your level object, add the ambientsound attribut to your Level tag. The attribut value is the filepath relative to the [mediapath]/audio directory.
Development
Sound uses the OpenAL library.
Classes
SoundManager: ← Tickable
- manages the OpenAL device and context
- manages the listener position
- updates all registred sounds every tick
SoundBase:
- base class for all sounds
- manages OpenAL buffer and source
- has to be attached to a WorldEntity
- can load a sound sample form a file (via alut all alut supported sound formats, via fallback handler ogg vorbis files)
PPS-Timetable
Date | What? |
2009-03-30 | Initial code commit, defitiv decision of API (done) |
2009-04-06 | Implementing SoundManager and integration into the build system (done) |
2009-04-27 | Implementing SoundBase (done) |
2009-05-04 | Adding default sounds, configuration loaders (done for levels) |
2009-05-11 | Testing |
2009-05-18 | Testing and getting things ready for presentation |
2009-05-2? | Presentation |
Future
- make error checking better
- prepare for multiple level loading (mostly patches on SoundManager, some things done, to do: activate and deactivate contexts)
- implement sound device configuration
- implment a fallback ogg loader
- clean up/add version numbers to cmake files