Dumb-ways-to-memorize
2D game
audio.h
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1 #ifndef __AUDIO__H
2 #define __AUDIO__H
3 
4 #include "SDL_mixer.h"
5 #define MAX_SOUNDS 100
6 
7 /** Defines an enum for sound mixer groups */
8 typedef enum
9 {
15 
16 /** Defines an alias representing the enum for different sound effects */
17 typedef enum
18 {
25 
26 typedef struct sound_s sound_t;
27 
28 //Unfinished structure of the entities
29 struct sound_s
30 {
32  Mix_Chunk *sounds;
33 
34 
35 };
36 
37 //void InitAudioSys();
38 
39 #endif
sound_mixer_group
Definition: audio.h:8
Definition: audio.h:29
sound_mixer_effects
Definition: audio.h:17
Mix_Chunk * sounds
Definition: audio.h:32
sound_mixer_group group_id
Definition: audio.h:31