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Scarab
A thin, game-agnostic 2D engine host built on the sunlight tile-map engine
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Sound Lua primitives. sound_* wrap SoundManager's immediate playback state directly; the *_song/sp_*_song forms (direct and queued respectively) instead go through the ScriptProcessor/EngineHost, since "which song is the tracked BGM" is state EngineHost::OnCommand owns, not SoundManager. More...
#include <luasoundapi.h>
Static Public Member Functions | |
| static void | Register (lua_State *pLuaState) |
| Register the sound Lua-callable functions. | |
Sound Lua primitives. sound_* wrap SoundManager's immediate playback state directly; the *_song/sp_*_song forms (direct and queued respectively) instead go through the ScriptProcessor/EngineHost, since "which song is the tracked BGM" is state EngineHost::OnCommand owns, not SoundManager.
Both sound_* and the sp_*_song/*_song forms live in this one file.
All sound ids are plain integers you choose (Caravellius keeps its own names for them in caravellius/src/soundids.lua) — the engine never interprets what a specific id means, it's just a key into SoundManager.
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Register the sound Lua-callable functions.