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Background Music

Like Sound Effects, background music is initialized statically in RudeSound. The Bork3D Game Engine supports M4A and MP3 audio formats.

To add a new background audio track, start by modifying the enumeration of music streams in RudeSound.h:

typedef enum {
	kBGMNone = -1,
	kBGMTitle,
	kBGMPutting,
	
	kNumBGMs,
} eSoundBGM;

And then edit the associated list of filenames in RudeSound.cpp:

const char * kSoundBGMs[kNumBGMs] = {
	"bgm_title.m4a",
	"bgm_putting.m4a"
};

To play an audio track call PlaySong() with a value from the enumeration:

RudeSound::GetInstance()->PlaySong(kBGMPutting);

You can stop the background music at any time with StopSong(), but it's recommended instead you fade it out very fast (see below).

Fade in / Fade out

You can smoothly transition in and out of background music using the BgmVolFade() method by specifying the "slope" at which to fade in or out. Positive numbers fade-in, negative numbers fade out. A slope of 0.1 will fade the music in over 10 seconds. -10.0 will fade the background music out over 0.1 seconds.