A programmable sound effect “key chain”. Uses a simple scripting system to assign sound effects to the buttons on the GP2X.
Uses penjin, My framework game engine codebase.
SoundBox uses a simple scripting system to assign sounds to the GP2X keys. Commands are written capitalised and lines should be terminated with a semi-colon. Comments may be placed after a semi-colon.The first place to check is SoundList.txt.
SOUNDSET:Example; END_SCRIPT:; ;All the sound folders to be listed above. There should be a folder for each soundset and a Sounds.txt file in each folder.
SOUNDSET - This keyword let's SoundBox know that you have a folder with sounds to use. The text after the “:” is the name of the folder to look for a sound set. You can list as many sound sets as you wish in this file as long as they have a relevant folder with sounds and a Sounds.txt file to map the sounds to buttons. END_SCRIPT - Is a keyword which tells the parser to stop parsing the script.
A:blip.wav; B:bloop.wav; X:blurp.wav; Y:plague.wav; MUSIC:bubbles.xm; ;L:; ;R:; ;CLICK:; ;DUP:; ;DDOWN:; END_SCRIPT:;
This file configures the control mappings for the sounds in this soundset. As you can see from the file, the following GP2X buttons may be mapped:
You can also assign music with the MUSIC keyword.
Left/Right - Cycles through all available soundsets. Select - Toggles the music playback. Start - Quits the program. Vol+ and Vol- - Change the volume.