{"push_id":602538410,"size":1,"distinct_size":1,"ref":"refs/heads/TheIllusiveMan","head":"cd0545a479eb5cbeb0a0230e69d26922a7b05883","before":"1802716328e804a08c19df34f6dc066a84f0d753","commits":[{"sha":"cd0545a479eb5cbeb0a0230e69d26922a7b05883","author":{"email":"34aaf2d6d938b62591fb2a97885a4c3ea641f3f7@yahoo.com","name":"kiseitai2"},"message":"Added SoundQueue\n\nSoundQueue is the class that will manage those sounds not directly\nmanaged by instances of Unit (aka not managed by the UnitManager).\nBasically, it's my way of allowing scripts to spawn sound effects in the\ngame. As the name implies, the sound effects are added to a queue and\neach sound is played one by one! The SoundQueue also manages the\nbackground music. It does this by keeping a backbuffer and a front\nbuffer. Basically, the front buffer is a pointer to the instance of\nsound_base that is playing in a music channel. When a new music track is\nadded, the front buffer is faded and deleted, the front buffer is set to\nthe pointer held by the back buffer, the back buffer is set to a new\ninstance of sound_base, and the front buffer is faded in (which means it\nis automatically playing). The soundqueue has an interface for dictating\nhow long the fade effects will take!","distinct":true,"url":"https://api.github.com/repos/kiseitai2/Engine_Eureka/commits/cd0545a479eb5cbeb0a0230e69d26922a7b05883"}]}