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authorJuan J. Martinez <jjm@usebox.net>2023-07-03 21:40:42 +0100
committerJuan J. Martinez <jjm@usebox.net>2023-07-03 21:40:42 +0100
commit4ef8cf8b3d9ad5235aa858a68f70a8aaf2b356da (patch)
tree5e84fc575df54a29097c9356ccc2e39988990dfd /src/game.c
parenta225a6cf64b4c011fea851acb7dd424a1e957655 (diff)
downloadgold-mine-run-4ef8cf8b3d9ad5235aa858a68f70a8aaf2b356da.tar.gz
gold-mine-run-4ef8cf8b3d9ad5235aa858a68f70a8aaf2b356da.zip
Sound queue
This is to queue sounds and play them when we update the screen, so the sounds are synced with the action. It is required because the MikMod_Update function updates on the clock int, and is not synced with the VGA's vsync.
Diffstat (limited to 'src/game.c')
-rw-r--r--src/game.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game.c b/src/game.c
index da476dd..a89ff66 100644
--- a/src/game.c
+++ b/src/game.c
@@ -87,7 +87,7 @@ static void hud_render()
sprintf(b, "%02d", time);
put_text(172, 4, b, time > 10 ? 1 : 15);
if (!gameover && time <= 10)
- sound_play_efx(EFX_TIME);
+ sound_queue_efx(EFX_TIME);
}
if (hud & HUD_STAGE)
@@ -193,7 +193,9 @@ void run_game()
player_draw();
wait_vsync();
+
blit_update();
+ sound_play_queue();
if (gameover)
{