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hub / github.com/EasyRPG/Player / SetSystemSE

Method SetSystemSE

src/game_system.cpp:343–382  ·  view source on GitHub ↗

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341}
342
343void Game_System::SetSystemSE(int which, lcf::rpg::Sound sfx) {
344 switch (which) {
345 case SFX_Cursor:
346 SetAudio(data.cursor_se, dbsys->cursor_se, std::move(sfx));
347 break;
348 case SFX_Decision:
349 SetAudio(data.decision_se, dbsys->decision_se, std::move(sfx));
350 break;
351 case SFX_Cancel:
352 SetAudio(data.cancel_se, dbsys->cancel_se, std::move(sfx));
353 break;
354 case SFX_Buzzer:
355 SetAudio(data.buzzer_se, dbsys->buzzer_se, std::move(sfx));
356 break;
357 case SFX_BeginBattle:
358 SetAudio(data.battle_se, dbsys->battle_se, std::move(sfx));
359 break;
360 case SFX_Escape:
361 SetAudio(data.escape_se, dbsys->escape_se, std::move(sfx));
362 break;
363 case SFX_EnemyAttacks:
364 SetAudio(data.enemy_attack_se, dbsys->enemy_attack_se, std::move(sfx));
365 break;
366 case SFX_EnemyDamage:
367 SetAudio(data.enemy_damaged_se, dbsys->enemy_damaged_se, std::move(sfx));
368 break;
369 case SFX_AllyDamage:
370 SetAudio(data.actor_damaged_se, dbsys->actor_damaged_se, std::move(sfx));
371 break;
372 case SFX_Evasion:
373 SetAudio(data.dodge_se, dbsys->dodge_se, std::move(sfx));
374 break;
375 case SFX_EnemyKill:
376 SetAudio(data.enemy_death_se, dbsys->enemy_death_se, std::move(sfx));
377 break;
378 case SFX_UseItem:
379 SetAudio(data.item_se, dbsys->item_se, std::move(sfx));
380 break;
381 }
382}
383
384lcf::rpg::System::Stretch Game_System::GetMessageStretch() {
385 return static_cast<lcf::rpg::System::Stretch>(!data.graphics_name.empty()

Callers 1

Calls 1

SetAudioFunction · 0.85

Tested by

no test coverage detected