We will now add the sound to the game!
You will need to record the different sounds and store each of them on your computer as a wave file *.wav.
You can tweak the sounds with Cool Edit Pro (now Adobe Audition). When finished, save them as 16-bits PCM, 1 channel and 11025Hz *.wav files.
Before starting the code you might use the FMOD module for Delphi that offers a broad range of functions to play the sounds.
Here is the code to initialize sound:
// Init FMOD sound system and load songs
FSOUND_Init(44100,32,0);
FSOUND_SetOutput(FSOUND_OUTPUT_DSOUND);
pfStart:=FSOUND_Sample_Load(FSOUND_FREE,'.\sound\start.wav',FSOUND_2D,0,0);
pfPlay:=FSOUND_Sample_Load(FSOUND_FREE,'.\sound\play.wav',FSOUND_2D,0,0);
pfEvent:=FSOUND_Sample_Load(FSOUND_FREE,'.\sound\event.wav',FSOUND_2D,0,0);
pfMiss:=FSOUND_Sample_Load(FSOUND_FREE,'.\sound\miss.wav',FSOUND_2D,0,0);
pfEnd:=FSOUND_Sample_Load(FSOUND_FREE,'.\sound\end.wav',FSOUND_2D,0,0);
bSound:=true; // sound is enabled
SetSound; // set volume to maximum
EmptyScreen;
ImageSoundOn.visible:=true;
And the procedure to set sound ON or OFF:
procedure TFormGame.SetSound;
// Set Sound ON or OFF
begin
if bSound
then FSOUND_SetSFXMasterVolume(255)
else FSOUND_SetSFXMasterVolume(0);
end;
Here the procedure used to play sounds:
procedure TFormGame.PlaySound(pf:PFSoundSample);
begin
FSOUND_PlaySound(FSOUND_FREE,pf);
end;
Finally here is the code when closing the application:
// Cleanup and shutdown
FSOUND_Close;
Links:
- FMOD Sound System
- Cool Edit Pro
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