On Fri, Jun 29, 2012 at 11:34 PM, Chris Frey <cdf...@foursquare.net> wrote:
> Well, in some games you can select from a few choices: > > - in-game sound > - menu feedback sounds > - background music Guess in-game sound could be further divided into - voice - ambient noise - footsteps Guess the way to go about this would be to have an enumeration of those different types of audio and whenever loading a sound the type would have to be specified along with the filename. The configuration would contain a master volume and volume settings for each audio type, each in the range of 0 to 100. Master could act as a multiplier for all the others. A value of 0 would be equal to off, i.e. the file would not even be loaded. SDL_mixer provides the function Mix_Volume(int channel, int volume) that should do exactly what we require. > I hadn't thought of volume, but yeah, that makes sense too. It's probably > more important to get the balance right by default, but having it > adjustable would be good. > > I just can see a situation where clicks could get annoying after 5 hours > of straight game play. :-) Agreed. With WE it's not so much of a problem, since it wouldn't last you five hours, but for the future it would be a good thing to have. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org https://lists.nongnu.org/mailman/listinfo/adonthell-devel