Workaround for
bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
/*
* commands.h
* Hedgewars
*
* Created by Vittorio on 13/06/10.
* Copyright 2010 __MyCompanyName__. All rights reserved.
*
*/
#ifndef _OALB_COMMANDS_H
#define _OALB_COMMANDS_H
#include "openalbridge_t.h"
#include "openalbridge.h"
#define openal_fadein(x,y) openal_fade(x,y,AL_FADE_IN)
#define openal_fadeout(x,y) openal_fade(x,y,AL_FADE_OUT)
#define openal_playsound_loop(x,y) openal_playsound(x) \
if (y != 0) \
openal_toggleloop(x);
#ifdef __CPLUSPLUS
extern "C" {
#endif
// play, pause, stop a single sound source
void openal_pausesound (unsigned int index);
void openal_stopsound (unsigned int index);
// play a sound and set whether it should loop or not (0/1)
void openal_playsound (unsigned int index);
void openal_freesound (unsigned int index);
// set or unset the looping property for a sound source
void openal_toggleloop (unsigned int index);
// set position and volume of a sound source
void openal_setposition (unsigned int index, float x, float y, float z);
void openal_setvolume (unsigned int index, float gain);
// set volume for all sounds (gain interval is [0-1])
void openal_setglobalvolume (float gain);
// mute or unmute all sounds
void openal_togglemute (void);
// fade effect,
void openal_fade (unsigned int index, unsigned short int quantity, al_fade_t direction);
#ifdef __CPLUSPLUS
}
#endif
#endif /*_OALB_COMMANDS_H*/