On 10/8/05, Tyler Nielsen <[EMAIL PROTECTED]> wrote: > Kai, > > I added the audio module.
Great! I only had a brief look, but it seems to fit perfectly with the code layout :-). What might be required is a check for SDL_Mixer in the configure script. I hadn't installed that, so I couldn't compile at first. > I have a question about get_state and put_state though. What, if anything, > should audio_event be doing with those calls. It seems to me, like they > should be ignored, and the event would be recreated when the sound started > playing again. But I'm not exactly sure what they are supposed to do, and > when they are called. I guess the state of audio events would not need to be saved, just as you say. So you could leave these methods empty. Other event types will have to be persisted when saving a game. They will be stored when calling put_state of the event factory and will be loaded and registered through the factory again when loading the game at a later point. For audio events, no persistance should be required. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel