Just like for graphical assets, sound assets need to be stored in the assets/<your dir>/
directory and require to run make import
to generate the necessary files. Contrary to the graphical assets they do not need to be loaded explicitly.
There are two types of sounds that can be played on the GameTank:
Enabling sounds requires the following in C:
#include “music.h”
as an include fileinit_dynawave()
and init_music()
at the beginning of the programtick_music()
for each screen refreshe.g.
init_dynawave(); init_music(); while (1) { // start a sound await_draw_queue(); sleep(1); flip_pages(); tick_music(); }
Songs are imported from MIDI files and are called using play_song()
, e.g.
#include "gen/assets/music.h" play_song(&ASSET__music__mytune_mid, REPEAT_LOOP);
SFX are mini-sample .bin
files generated by tools such as Sound Sculptor
#include "gen/assets/sfx.h" play_sound_effect(&ASSET__sfx__bang_bin , 1);