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There's no programming done regarding playing sound. In it's current state, the game needs no sound, but if sound should be needed later down the road, it's better if a dummy-sound-engine is already implemented now.
A draft of how it could work:
classSound:
defload_sound(self, filename): # Load sound in advancedefplay_sound(self, filename): # Play sound if already loaded, otherwise load it beforedefstop_sound(self, filename):
defload_music(self, filename): # Same applies heredefplay_music(self, filename):
defstop_music(self, filename):
defqueue_music(self, filename):
It then gets passed the same way as Input, World or Graphics. Maybe sounds should even be bound to game-actors, so they can stop sounds they are currently playing... but that's something that can be decided in the future, and be added as a non-standard argument. (e.g. id = id(self))
The text was updated successfully, but these errors were encountered:
It's actually not that important currently. With the new engine argument in the components, it's very easy to implement it much later, when sound will be actually needed.
There's no programming done regarding playing sound. In it's current state, the game needs no sound, but if sound should be needed later down the road, it's better if a dummy-sound-engine is already implemented now.
A draft of how it could work:
It then gets passed the same way as Input, World or Graphics. Maybe sounds should even be bound to game-actors, so they can stop sounds they are currently playing... but that's something that can be decided in the future, and be added as a non-standard argument. (e.g. id = id(self))
The text was updated successfully, but these errors were encountered: