take initial stab at macsound interface
Use macOS AppKit framework routines for a first cut at a macsound soundlib interface. Requires WANT_MACSOUND=1 on build. Nothing has been done to move the stock sounds into the resources of a bundle, so after building, if you want to try the stock sounds out: cp sound/wav/*.wav ~/Library/Sounds Because the NSSound macOS routines always do the search, supposedly the following locations are searched in this order: 1. the application’s main bundle 2. ~/Library/Sounds 3. /Library/Sounds 4. /Network/Library/Sounds 5. /System/Library/Sounds Although not specifically implemented as of yet, it may be pretty close to being able to put soundeffects wav files (by se_ name) into ~/Library/Sounds working for the SND_SOUNDEFFECTS_AUTOMAP feature. Feedback is welcome. Contributions for improving it are even more welcome. The new soundlib supporting file is named sound/macsound/macsound.m since it's got objective C in it. Known bugs and glitches: The Hero_playnotes on a set of 5 notes goes too fast, so there needs to be a slight delay added between the note of a multi-note play.
This commit is contained in:
@@ -145,7 +145,8 @@ ifdef WANT_WIN_QT
|
||||
WINCFLAGS += -DQT_GRAPHICS
|
||||
WINSRC += $(WINQTSRC)
|
||||
WINOBJ0 += $(WINQTOBJ)
|
||||
SNDCFLAGS += -DSND_LIB_QTSOUND -DUSER_SOUNDS
|
||||
SNDCFLAGS += -DSND_LIB_QTSOUND
|
||||
HAVE_SNDLIB = 1 # Indicates a sndlib, so USER_SOUNDS gets defined later
|
||||
XTRASRC += tile.c
|
||||
XTRAOBJ += $(TARGETPFX)tile.o
|
||||
#
|
||||
|
||||
Reference in New Issue
Block a user