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 Roole Game Engine
#2
Audio Module

Well, I also added Roole's own Audio module to let you handle certain audible aspects of your game. Grinning 

Audio module has several module functions like:
  • Audio.state - Returns the current state, true stands for ON, etc.
  • Audio.on! and Audio.off! - Turn on or off the Audio.
  • Audio.on? or Audio.off? - Is it on or not?
  • Audio.current_song - Returns the song currently being played by the engine.
  • Audio.bgm_volume and Audio.bgm_volume=
  • Audio.se_volume and Audio.se_volume=
Audio also have two embedded classes, namely Song and Sample.
Song is like the BGM while Sample is like the SE.

You can create a new instance of Song following this example:

Code:
@song = Audio::Song.new("my song.mp3", true)

Or skip true and it will not loop at all. Winking That is highly convenient for playlists by the way. Grinning

Of course, both Song and Sample do have their own methods like:
  • volume and volume=
  • filename
  • play
Song also include:
  • playing?
  • resume
  • pause and paused?
  • stop and stop?
Sample features this calls instead:
  • speed and speed= and their pitch variants
  • pan and pan=
Obviously, you can rely on Roole's Load module to keep them at hand. Winking 

Code:
@song = Load.bgm('this song.ogg', true)
Happy Game Breaking! Laughing
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Messages In This Thread
Roole Game Engine - by kyonides - 09-06-2020, 07:30 AM
RE: Roole Game Engine - by kyonides - 09-07-2020, 04:47 AM

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