The inclusion of sounds in the game is entirely optional. If you
so wish, you can simply use some of the sample sound collections which can be found
in the "sample sounds" directory, or you can leave sounds out entirely.
All sounds must be in Sun au format (the only format which Java
can handle, for now). If you have sounds in other formats you must locate a utility
program to convert them to Sun au. An excellent drag-and-drop program that I found
for the Macintosh is ConvertMachine, available by shareware ($10) through Kagi.
Each sound must be have particular name and reside in the same directory. The basic sounds available, and their file names, are:
|Select a tile||select.au|
|Select and match a pair||match.au|
|Select a non-matching tile||nomatch.au|
|Undo a match||undo.au|
|Request a clue||clue.au|
|Show a zoom image||zoom.au|
|Show a bonus image||bonus.au|
|Mark a spot in the game||mark.au|
|Win the game||win.au|
|Lose the game||lose.au|
The game uses 13 basic sounds. If any sounds are included, then
all 13 basic sounds must be included (you can leave out sounds for zoom or bonus
images if your game does not supply them).
Usually, it is best to choose sounds which are in context with your subject. At the same time, it is important to choose sounds that are functional. "Functional" usually means small, as in "they load fast". In addition, sounds which play for "quick" events should themselves be quick. For example, selecting a tile is a relatively quick action. If the corresponding sound takes 15 seconds to play it detracts rather than adds to the game.
Sounds which should be very brief are:
|Select at tile|
|Select but no match|
|Mark a spot in the game|
|Undo a match|
Sounds which may be a bit longer are:
|Match a pair of tiles|
|Request a clue|
|A zoom image is displayed|
|A bonus image is displayed|
Sounds which may be very long are:
|Start or restart a game|
|Win the game|
|Lose the game|
Sound must be turned on in the applet HTML in order to function.
The game can play continuous music. The difference with continous
sound is that the end of the sound must run smoothly into the beginning, since the
sound loops. Any music clip will not suffice, you need a clip meant for continuous
The sound clip must be named continous.au, and reside in the same location as the other sounds.
A good source of such clips, as well as other special effects, is Partners in Rhyme.
Music must be turned on in the applet HTML in order to function.
One last, fun feature is the use of periodic sounds. Any number
of sounds may be selected to be played at intervals, one after the other. After the
last sound is played, the sequence repeats from the first sound. The number of periodic
sounds and the time lapse between playing each sound is controlled in the applet
HTML. The sounds must be named periodic.#.au, where # is the number of the sound.
If only one periodic sound is used, then the sound should be named simply periodic.au.
games included in this kit include some sounds. If you
can't find (or be bothered to find) sounds, or convert them to Sun Audio format,
then you might want to use the sounds from the Flowers or Icons games.
You may also be able to find utilities or sounds if you follow these links.
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