<?xml version="1.0" encoding="UTF-8"?>
<commit>
  <added type="array">
    <added>
      <filename>assets/47251_nthompson_rocket.mp3</filename>
    </added>
    <added>
      <filename>assets/LICENSE</filename>
    </added>
    <added>
      <filename>game/sound_effects.js</filename>
    </added>
    <added>
      <filename>soundmanager2/license.txt</filename>
    </added>
    <added>
      <filename>soundmanager2/soundmanager2.js</filename>
    </added>
    <added>
      <filename>soundmanager2/soundmanager2.swf</filename>
    </added>
  </added>
  <modified type="array">
    <modified>
      <diff>@@ -1,3 +1,12 @@
+jQuery, jQuery.hotkeys, and processing.js have been released under the MIT License
+by their copyright holders.
+
+The code and markup of PTD itself are likewise released under the MIT License by
+their copyright holders.
+
+Files in the assets directory however are subject to other licenses.  See
+assets/LICENSE
+
 The MIT License
 
 Permission is hereby granted, free of charge, to any person obtaining a copy</diff>
      <filename>LICENSE</filename>
    </modified>
    <modified>
      <diff>@@ -303,6 +303,7 @@ var nuke_creeps = function() {
 	x.hp = -1; 
 	x.value = 0; // no gold for nuked creeps
       });
+    play_sound(&quot;nuke&quot;);
     SET.nukes--;
   }
   else {error(&quot;You're all out of nukes!&quot;)}</diff>
      <filename>game/ptd.js</filename>
    </modified>
    <modified>
      <diff>@@ -250,6 +250,7 @@ var AimMissileMode = function() {
 	var distance = dist(x,y,creep.x,creep.y);
 	if (distance &lt;= this.radius) creep.hp = Math.floor(creep.hp / 2);
       });
+    play_sound(&quot;bomb&quot;);
     SET.gold -= this.cost;
   }; 
 }</diff>
      <filename>game/ui_modes.js</filename>
    </modified>
    <modified>
      <diff>@@ -81,6 +81,7 @@
   &lt;button id='pause_button' onclick=&quot;pause();&quot;&gt;Pause&lt;/button&gt;
   &lt;button onclick=&quot;reset_game();&quot;&gt;Reset Game&lt;/button&gt;
   &lt;button onclick=&quot;spawn_wave();&quot;&gt;Spawn Next &lt;u&gt;W&lt;/u&gt;ave&lt;/button&gt;
+  &lt;button id='mute_button' onclick=&quot;mute();&quot;&gt;Mute&lt;/button&gt;
   &lt;/div&gt;
 &lt;/div&gt;
 
@@ -117,6 +118,8 @@
 &lt;script src=&quot;game/creeps.js&quot; type=&quot;text/javascript&quot; charset=&quot;utf-8&quot;&gt;&lt;/script&gt;
 &lt;script src=&quot;game/ui_modes.js&quot; type=&quot;text/javascript&quot; charset=&quot;utf-8&quot;&gt;&lt;/script&gt;
 &lt;script src=&quot;game/weapons.js&quot; type=&quot;text/javascript&quot; charset=&quot;utf-8&quot;&gt;&lt;/script&gt;
+&lt;script src=&quot;soundmanager2/soundmanager2.js&quot; type=&quot;text/javascript&quot; charset=&quot;utf-8&quot;&gt;&lt;/script&gt;
+&lt;script src=&quot;game/sound_effects.js&quot; type=&quot;text/javascript&quot; charset=&quot;utf-8&quot;&gt;&lt;/script&gt;
 &lt;script src=&quot;game/ptd.js&quot; type=&quot;text/javascript&quot; charset=&quot;utf-8&quot; &gt;&lt;/script&gt;
 
 &lt;script type=&quot;text/javascript&quot; charset=&quot;utf-8&quot;&gt;
@@ -140,6 +143,10 @@
         pause_resume();
         $('#pause_button').html(paused ? &quot;Resume&quot; : &quot;Pause&quot;);
     }
+    function mute() {
+        mute_unmute();
+        $('#mute_button').html(muted ? &quot;Unmute&quot; : &quot;Mute&quot;);
+    }
     
     //Temporary messages are a bit of a pain
     var timeToHide = null;
@@ -161,11 +168,13 @@
             $('#game_over').html(&quot;Game Over! Final score: &quot; + $(&quot;#score&quot;).html()).fadeIn();
         else
             $('#game_over').html(&quot;Just once more...&quot;).fadeOut();
-    })
+    });
+    
+    
 &lt;/script&gt;
-
 &lt;hr&gt;
 &lt;p&gt;&lt;a rel=&quot;license&quot; href=&quot;http://www.opensource.org/licenses/mit-license.php&quot;&gt;MIT License&lt;/a&gt;, by &lt;a href=&quot;http://lethain.com&quot;&gt;Will Larson&lt;/a&gt; and &lt;a href=&quot;http://blog.rictic.com/&quot;&gt;Peter Burns&lt;/a&gt;&lt;/p&gt;
-
+&lt;p&gt;Sound effects are released under a &lt;a href='http://creativecommons.org/licenses/sampling+/1.0/'&gt;Creative Commons Sampling Plus 1.0 License&lt;/a&gt; - For authorship information, see &lt;a href='assets/LICENSE'&gt;here&lt;/a&gt;&lt;/p&gt;
 &lt;div id=&quot;log&quot;&gt;&lt;/div&gt;
+&lt;div id=&quot;sfx_dump&quot;/&gt;&lt;/div&gt;
 &lt;/body&gt; &lt;/html&gt;</diff>
      <filename>ptd.html</filename>
    </modified>
  </modified>
  <removed type="array"/>
  <parents type="array">
    <parent>
      <id>11d7af1e34f1c5e97c32ddaa289471096a666957</id>
    </parent>
  </parents>
  <author>
    <name>Peter Burns</name>
    <email>peter@metaweb.com</email>
  </author>
  <url>http://github.com/rictic/processing-tower-defense/commit/554640f9b7a4e22e78b365664068df3d198e53db</url>
  <id>554640f9b7a4e22e78b365664068df3d198e53db</id>
  <committed-date>2008-06-03T15:20:32-07:00</committed-date>
  <authored-date>2008-06-03T15:20:32-07:00</authored-date>
  <message>Sound effects!  Try launching a Small Missile!

This was a bigger feature than I expected, and rather tricky to
do it right and with the performance characteristics that
we want for a tight, responsive game.  Still has a ways to
go, and this is just a proof of concept.  Not even sure
that sound effects will make it more fun.

I ended up using a hybrid model of soundmanager2 and some
custom javascript embedding as a fallback.  If the flash
croaks (by default Flash and Javascript aren't allowed to talk
to one another in some situations on some platforms) then
it falls back to an &lt;embed&gt; element.  Since we're using
an mp3 to ensure a quick load time, the &lt;embed&gt; only works
in browsers that support mp3 (read: Safari, perhaps IE?).

Too much to talk about in a commit message, expect a wiki
article.</message>
  <tree>336f03ffff5925ecbeed194c0e40edd6532dd215</tree>
  <committer>
    <name>Peter Burns</name>
    <email>peter@metaweb.com</email>
  </committer>
</commit>
