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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-14 12:08:08 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-14 12:08:08 +0100 |
commit | 721262b488bcb67d5f19583c4a523d6ad1b54354 (patch) | |
tree | c7904833a8541fec32b53bd31c1475df2c03da49 /src/doc/feature/sfx.dox | |
parent | 1623663c6e2e8f33f84b37b9f6bd968c8bc6c92d (diff) | |
parent | 5ae2b3c2f7dc207980c6d475e54fa2c5242c560d (diff) |
Merge branch 'loek/doxygen' into demo
Diffstat (limited to 'src/doc/feature/sfx.dox')
-rw-r--r-- | src/doc/feature/sfx.dox | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/src/doc/feature/sfx.dox b/src/doc/feature/sfx.dox new file mode 100644 index 0000000..2a5c9cc --- /dev/null +++ b/src/doc/feature/sfx.dox @@ -0,0 +1,24 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_sfx Playing sound effects +\ingroup feature +\brief Fire a sound effect using the AudioSource component + +This page shows how to implement one-shot sound effects using the AudioSource +component's 'fire and forget'-style API. + +\see AudioSource + +\par Example + +\note This example assumes you already have a GameObject to attach the +AudioSource component to, and uses a Script to control the AudioSource instance. +Separate pages describing these features in more detail can be found at \"\ref +feature_gameobject\" and \"\ref feature_script\" respectively. + +\todo Merge #60 + +*/ +} |