From 0a93ca847fbfe1f43762128063bb434cff09fb04 Mon Sep 17 00:00:00 2001 From: Gwyn Ciesla Date: Fri, 10 Jun 2011 13:23:34 -0500 Subject: [PATCH] Passed channels through play_sound_effect to silence compiler warnings. Version 1.05. --- enemy_shoot.cpp | 2 +- main.cpp | 26 +++++++++++++------------- mishaps.cpp | 4 ++-- play_sound_effect.cpp | 4 ++-- play_sound_effect.h | 2 +- powerup.cpp | 2 +- 6 files changed, 20 insertions(+), 20 deletions(-) diff --git a/enemy_shoot.cpp b/enemy_shoot.cpp index d958d23..afeb69a 100644 --- a/enemy_shoot.cpp +++ b/enemy_shoot.cpp @@ -7,7 +7,7 @@ game_object enemy_shoot(game_object enemy, game_object player, game_object shot, int enshotchannel, Mix_Chunk *enshotsound){ int multiplier = 1; - enshotchannel = play_sound_effect(enshotsound); + enshotchannel = play_sound_effect(enshotsound, enshotchannel); shot.active=1; //set direction if(player.y0){ if(alertright%2==0){ - warningchannel = play_sound_effect(warningsound); + warningchannel = play_sound_effect(warningsound, warningchannel); mvprintw(19,50," >> "); }; alertright--; }; if(alertleft>0){ if(alertleft%2==0){ - warningchannel = play_sound_effect(warningsound); + warningchannel = play_sound_effect(warningsound, warningchannel); mvprintw(19,40," << "); }; alertleft--; @@ -955,11 +955,11 @@ int main(int argc, char *argv[]){ if(shieldup==0){ if(shieldsleft>=1){ shieldup=1; - shieldupchannel = play_sound_effect(shieldupsound); + shieldupchannel = play_sound_effect(shieldupsound, shieldupchannel); }; } else { shieldup=0; - shielddownchannel = play_sound_effect(shielddownsound); + shielddownchannel = play_sound_effect(shielddownsound, shielddownchannel); }; }; @@ -980,7 +980,7 @@ int main(int argc, char *argv[]){ shieldsleft--; } else { shieldup=0; - shielddownchannel = play_sound_effect(shielddownsound); + shielddownchannel = play_sound_effect(shielddownsound, shielddownchannel); }; }; @@ -1003,7 +1003,7 @@ int main(int argc, char *argv[]){ //check for powerup pickup for(int puploop = 0; puploop<4; puploop++){ if((powerups[puploop].active==1)&&(check_collision(powerups[puploop], player)==1)){ - puptakechannel = play_sound_effect(puptakesound); + puptakechannel = play_sound_effect(puptakesound, puptakechannel); powerups[puploop] = object_out(powerups[puploop]); if(strncmp(powerups[puploop].line0, "T", 1)==0){ tripshot = tripshot + 100; @@ -1038,7 +1038,7 @@ int main(int argc, char *argv[]){ //check for / process pod pickup for(int podloop = 0; podloop0){ if((abs(player.y-gate.y)10)){ - dropoffchannel = play_sound_effect(dropoffsound); + dropoffchannel = play_sound_effect(dropoffsound, dropoffchannel); //set pod inactive for(int podloop = 0; podloop0){ drawlaser=1; - laserchannel = play_sound_effect(lasersound); + laserchannel = play_sound_effect(lasersound, laserchannel); //kill landers for(int landerloop = 0; landerloop=540))&&(player.x==landers[landerloop].x)&&((player.face==0&&(landers[landerloop].yplayer.y)))){ @@ -1124,7 +1124,7 @@ int main(int argc, char *argv[]){ laser--; } else { //shot sound - if(sound==1){shotchannel = play_sound_effect(shotsound);}; + if(sound==1){shotchannel = play_sound_effect(shotsound, shotchannel);}; //get next inactive bullet, give it player's direction, speed, height, location +speed in direction, active. for(int bulletloop = 0; bulletloopodds){ for(int puploop = 0; puploop<4; puploop++){ if(powerups[puploop].active==0){ - channel = play_sound_effect(sound); + channel = play_sound_effect(sound, channel); powerups[puploop] = powerup_init(powerups[puploop], object); break; }; -- 2.9.0