sound/rolling_02.ogg\0"
};
+sfx_set audio_random =
+{
+ .sources = "\
+sound/random_01.ogg\0\
+sound/random_02.ogg\0\
+sound/random_03.ogg\0\
+sound/random_04.ogg\0\
+sound/random_05.ogg\0\
+sound/random_06.ogg\0\
+sound/random_07.ogg\0\
+sound/random_08.ogg\0"
+};
+
// One two or three layers of rolling noise
sfx_system audio_system_balls_rolling =
{
sfx_set_init( &audio_tile_mod, NULL );
sfx_set_init( &audio_splitter, NULL );
sfx_set_init( &audio_rolls, NULL );
+ sfx_set_init( &audio_random, NULL );
}
static void resource_free_main(void)
{
- vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
+ vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
+
sfx_set_free( &audio_tile_mod );
sfx_set_free( &audio_splitter );
sfx_set_free( &audio_rolls );
+ sfx_set_free( &audio_random );
}
// SHADERS