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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

kilka drobnych poprawek dźwięku

This commit is contained in:
mateuszb
2007-06-20 17:35:13 +00:00
parent 7db0e1157b
commit 1a01585af8
4 changed files with 12 additions and 4 deletions

View File

@@ -9,6 +9,7 @@
#include "CAmbarCendamo.h" #include "CAmbarCendamo.h"
#include "CBuildingHandler.h" #include "CBuildingHandler.h"
#include "CObjectHandler.h" #include "CObjectHandler.h"
#include "CMusicHandler.h"
/* /*
CGameInfo class CGameInfo class
@@ -26,6 +27,7 @@ public:
CAmbarCendamo * ac; CAmbarCendamo * ac;
CBuildingHandler * buildh; CBuildingHandler * buildh;
CObjectHandler * objh; CObjectHandler * objh;
CMusicHandler * mush;
}; };
#endif //CGAMEINFO_H #endif //CGAMEINFO_H

View File

@@ -233,8 +233,6 @@ int _tmain(int argc, _TCHAR* argv[])
// well, there's no music, but most games don't break without music... // well, there's no music, but most games don't break without music...
} }
mush->playClick();
screen = SDL_SetVideoMode(800,600,24,SDL_HWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/); screen = SDL_SetVideoMode(800,600,24,SDL_HWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
ekran = screen; ekran = screen;
//FILE * zr = fopen("mal.txt","r"); //FILE * zr = fopen("mal.txt","r");
@@ -260,6 +258,7 @@ int _tmain(int argc, _TCHAR* argv[])
THC timeHandler tmh; THC timeHandler tmh;
CGameInfo * cgi = new CGameInfo; CGameInfo * cgi = new CGameInfo;
CGameInfo::mainObj = cgi; CGameInfo::mainObj = cgi;
cgi->mush = mush;
CArtHandler * arth = new CArtHandler; CArtHandler * arth = new CArtHandler;
arth->loadArtifacts(); arth->loadArtifacts();
cgi->arth = arth; cgi->arth = arth;

View File

@@ -2,7 +2,7 @@
void CMusicHandler::initMusics() void CMusicHandler::initMusics()
{ {
if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048)==-1) if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 4096)==-1)
{ {
printf("Mix_OpenAudio: %s\n", Mix_GetError()); printf("Mix_OpenAudio: %s\n", Mix_GetError());
exit(2); exit(2);

View File

@@ -389,6 +389,8 @@ void CPreGame::scenHandleEv(SDL_Event& sEvent)
{ {
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y)) if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{ {
mush->playClick();
btns[i]->press(true); btns[i]->press(true);
ourScenSel->pressed=btns[i]; ourScenSel->pressed=btns[i];
} }
@@ -559,12 +561,12 @@ void CPreGame::runLoop()
} }
else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT)) else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
{ {
mush->playClick();
for (int i=0;i<btns.size(); i++) for (int i=0;i<btns.size(); i++)
{ {
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y)) if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{ {
btns[i]->press(true); btns[i]->press(true);
mush->playClick();
//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos); //SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
//updateRect(&btns[i].pos); //updateRect(&btns[i].pos);
} }
@@ -574,26 +576,31 @@ void CPreGame::runLoop()
{ {
highlightButton(1,1); highlightButton(1,1);
current->highlighted=1; current->highlighted=1;
mush->playClick();
} }
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y)) else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{ {
highlightButton(2,1); highlightButton(2,1);
current->highlighted=2; current->highlighted=2;
mush->playClick();
} }
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y)) else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{ {
highlightButton(3,1); highlightButton(3,1);
current->highlighted=3; current->highlighted=3;
mush->playClick();
} }
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y)) else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{ {
highlightButton(4,1); highlightButton(4,1);
current->highlighted=4; current->highlighted=4;
mush->playClick();
} }
else if (isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y)) else if (isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
{ {
highlightButton(5,1); highlightButton(5,1);
current->highlighted=5; current->highlighted=5;
mush->playClick();
} }
} }
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT)) else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))