.flags = 0
};
+sfx_set audio_splitter =
+{
+ .sources = "\
+sound/splitter_01.ogg\0"
+};
+
+sfx_set audio_rolls =
+{
+ .sources = "\
+sound/rolling_01.ogg\0\
+sound/rolling_02.ogg\0"
+};
+
+// One two or three layers of rolling noise
+sfx_system audio_system_balls_rolling =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT
+};
+
+// Various oneshots
+sfx_system audio_system_balls_switching =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Switching", .fadeout_length = FADEOUT_LENGTH
+};
+
+// Gameplay critical sounds eg. splitter sound rocking
+sfx_system audio_system_balls_important =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Gameplay", .fadeout_length = FADEOUT_LENGTH
+};
+
+// Suplemental sounds
+sfx_system audio_system_balls_extra =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Extra", .fadeout_length = FADEOUT_LENGTH
+};
+
static void resource_load_main(void)
{
// Textures
// Audio
sfx_set_init( &audio_tile_mod, NULL );
+ sfx_set_init( &audio_splitter, NULL );
+ sfx_set_init( &audio_rolls, NULL );
}
static void resource_free_main(void)
{
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 );
}
// SHADERS