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soundConst.p
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1994-11-02
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{=================================================}
{============= Sound Constants and handles ==============}
{=================================================}
{ Example file for Ingemars Sprite Animation Toolkit. }
{ © Ingemar Ragnemalm 1992 }
{ See doc files for legal terms for using this code. }
{ This file defines handles for your sound resources. The procedure LoadSounds}
{ is called at startup. The sounds could also have been loaded by the appropriate}
{ sprite units.}
{ When designing your game, my advice to you is to use sounds, several sounds,}
{ but not ridiculously many and large. A simplistic game that takes 1000k on disk}
{ just because it contains lots of sounds is just a waste of disk (and we have seen}
{ far too many of them on the shareware market), but a well-polished, complex}
{ and interesting game can and should use more. }
unit SoundConst;
interface
uses
{$IFC UNDEFINED THINK_PASCAL}
Types,
{$ENDC}
SAT;
var
toffH, dunkH, piuH, kraschH: handle;
procedure LoadSounds;
implementation
procedure LoadSounds;
begin
toffH := SATGetNamedSound('toff');
dunkH := SATGetNamedSound('Dunk');
piuH := SATGetNamedSound('piu');
kraschH := SATGetNamedSound('Krasch 1');
end;
end.