// Audio functions (eg "pick a random sound from a list", "build a playlist") will go here. // In the meantime, a quick run-down of the basic commands: // Save the specified audio file to handle "s". // s = new Sound( "audio/music/menu_track.ogg" ); // Play the sound stored at handle "s" one time (it'll be automatically freed when the playback ends): // s.play(); // Play the sound stored at handle "s" continuously: // s.loop(); // Close "s" and free it from memory (use in conjunction with loop()): // s.free(); function newRandomSound(soundType, soundSubType) { switch (soundType) { case "music": randomSoundPath = "audio/music/" switch (soundSubType) { case "peace": // Get a random number within the sound's range. // (Later we'll need to change this to an array selection of filenames.) randomSound = getRandom(1, 4); switch (randomSound) { case 1: randomFileName = "germanic_peace_1.ogg" break; case 2: randomFileName = "germanic_peace_2.ogg" break; case 3: randomFileName = "germanic_peace_3.ogg" break; case 4: randomFileName = "roman_peace_1.ogg" break; } break; case "theme": randomFileName = "menu_track.ogg" break; default: break; } break; default: break; } // Build path to random audio file. randomSoundPath += randomFileName; console.write("Playing " + randomSoundPath + " ..."); return new Sound(randomSoundPath); }