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Add new audio objects for loading sounds #17188
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I don’t have a lot to remark about the design, it seems fine to me. Perhaps Duncan can say more about that. I do think it might be worth splitting off (some of?) the object refactors so everything can be tested properly. |
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Some auto* places to correct
private: | ||
struct Entry | ||
{ | ||
OpenRCT2::Audio::IAudioSource* Source{}; |
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Why isn't this a smart pointer.
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Sources are stored as smart pointers, but on the mixer.
There is far too much happening in this PR to be able to review it properly. If it all works i've got nothing much to say about it the audio code as you know is not the prettiest to use. |
Co-authored-by: Michael Steenbeek <m.o.steenbeek@gmail.com>
All references to CSS are now moved to an object file which is loaded at the start of the game. The audio object type is a new kind of object which is not saved to park files.
New audio objects are available in this PR:
OpenRCT2/objects#185
They include:
rct2.audio.base - Base audio for OpenRCT2, includes all sound effects and crowd ambience.
rct2.audio.title - The RCT2 title music.
rct2.audio.circus - The "ride music" that is played by the circus ride.
rct1.audio.title - The RCT1 title music.
The audio code is a bit of a mess. It went through a few refactors and still remains unfinished. So at some point I need to go back and clean it up.