Add sound design notes.
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@4688 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
This commit is contained in:
parent
887698cb85
commit
bed8043ef2
@ -69,7 +69,18 @@
|
|||||||
# define MENU_OFFSET 25
|
# define MENU_OFFSET 25
|
||||||
#endif // __APPLE__
|
#endif // __APPLE__
|
||||||
|
|
||||||
// Sound class
|
// Sound class for Sudoku...
|
||||||
|
//
|
||||||
|
// There are MANY ways to implement sound in a FLTK application.
|
||||||
|
// The approach we are using here is to conditionally compile OS-
|
||||||
|
// specific code into the application - CoreAudio for MacOS X, the
|
||||||
|
// standard Win32 API stuff for Windows, ALSA or X11 for Linux, and
|
||||||
|
// X11 for all others. We have to support ALSA on Linux because the
|
||||||
|
// current Xorg releases no longer support XBell() or the PC speaker.
|
||||||
|
//
|
||||||
|
// There are several good cross-platform audio libraries we could also
|
||||||
|
// use, such as OpenAL, PortAudio, and SDL, however they were not chosen
|
||||||
|
// for this application because of our limited use of sound.
|
||||||
class SudokuSound {
|
class SudokuSound {
|
||||||
// Private, OS-specific data...
|
// Private, OS-specific data...
|
||||||
#ifdef __APPLE__
|
#ifdef __APPLE__
|
||||||
|
Loading…
Reference in New Issue
Block a user