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Author Topic: [THOR2] - Is there a way to link a sound event to a given frame of a animation?  (Read 2945 times)

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aNewHobby

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Is there a way in Thor to add a sound event to a given frame of an animation?
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eXpl0it3r

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Afaik there's no such thing as a sound event. ;)

But it would be usefull if one could query for the current frame being shown, e.g. if frame 1 do this, if frame 2 do that.
With this you chould play a sound as soon as frame X is shown (or even on frame before, since there probably will be some delay...).
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aNewHobby

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yes that is exactly what I'm asking if possible .
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Nexus

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That's an interesting idea, but it's quite specific to add a sound just in thor::FrameAnimation. If I add such functionality, I will probably implement a separate sound "animation" that can be played parallel to a graphical one.

Don't forget that you can always write your own animations to achieve virtually everything, so you can already now implement such functionality.
struct SoundAnimation
{
    void addFrame(float relativeDuration,
        const sf::IntRect& subrect, const sf::Sound& sound);

    void operator() (sf::Sprite& animated, float progress) const;
};

You can look at the implementation of thor::FrameAnimation. I'll probably factor out the interval/relative-duration parts, or provide getters, so that one needn't copy-paste the whole code.
« Last Edit: June 23, 2012, 12:30:02 pm by Nexus »
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