Requires rebuild of your Makefiles via hints file (for new stock wav additions).
If you've been testing by copying the wav files manually to
~/Library/Sounds, you'll need to copy them again to pick up
the additional wav files.
Start to add supporting code to windsound and macsound. The latter
remains commented out because I haven't had a chance to try
it on macOS yet.
In order to test it out, I added two more stock sounds:
sa2_xplevelup and sa2_xpleveldown.
Switch to using the term "sound triggers" for things that
result in a call to one of the soundlib routines.
SNDCAP_* renamed to SOUND_TRIGGER_*
sndcap field in the sound_procs struct changed to sound_triggers
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.