Well as the subject says, I come to give something very simple for me, but that surely must mean something to you.
to make the changes we need to open our source two libraries: ZSoundEngine.cpp & ZSoundEngine.h
Let's first with the ZSoundEngine.cpp
Search for:
will see that there are many mp3 or ogg filesstatic char m_stSndFileName[MAX_BGM][64] =
recommend leaving this way
then seekstatic char m_stSndFileName[MAX_BGM][64] = {"CharSelect.mp3",
"Lobby.mp3",
"Ingame1.mp3",
"Ingame2.mp3",
"Ingame3.mp3",
"Ingame4.mp3",
"Ingame5.mp3",
"Ingame6.mp3",
"Ingame7.mp3",
"Ingame8.mp3",
"Ingame9.mp3",
"Ingame10.mp3",
"Ingame11.mp3",
"Ingame12.mp3",
"Ingame13.mp3",
"Ingame14.mp3",
"Ingame15.mp3",
"Ingame16.mp3",
"EndGame.mp3" };
and do the same mentioned above, leave it like this.const char* ZSoundEngine::GetBGMFileName(int nBgmIndex)
after having done that, go with the ZSoundEngine.hstatic char m_stSndFileName[MAX_BGM][64] = {"CharSelect.mp3",
"Lobby.mp3",
"Ingame1.mp3",
"Ingame2.mp3",
"Ingame3.mp3",
"Ingame4.mp3",
"Ingame5.mp3",
"Ingame6.mp3",
"Ingame7.mp3",
"Ingame8.mp3",
"Ingame9.mp3",
"Ingame10.mp3",
"Ingame11.mp3",
"Ingame12.mp3",
"Ingame13.mp3",
"Ingame14.mp3",
"Ingame15.mp3",
"Ingame16.mp3",
"EndGame.mp3" };
seek:
While this is the easiest part, define the placement of the music through the different stages or scenarios (Lobby, Finish, Intro, etc.)#define BGMID_INTRO 0
let's focus on this, by default you have it so
in the part that says "# define BGMID_FIN" see you have a 12, it was because before we had 13 files, well now we have 19,#define BGMID_INTRO 0
#define BGMID_LOBBY 1
#define BGMID_BATTLE 2
#define BGMID_FIN 12
and then you should be well
then must change#define BGMID_INTRO 0
#define BGMID_LOBBY 1
#define BGMID_BATTLE 2
#define BGMID_FIN 18
to#define MAX_BGM 13
and I think that's it. Greetings.#define MAX_BGM 19
Credits:
adz28 >> Explanation of basic C + + concepts
Me >> All contribute.



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