[futurebasic] Re: [FB] 32-bit quickdraw

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From: Lucy24@...
Date: Mon, 19 Oct 1998 13:13:33 EDT
>>>Now let's jump to the second question: what type of Mac, among those that
have

>>or are capable of having 32-bit QuickDraw, would _not_ support 2 or more
sound

>>channels?



>I'm sure that there are Gestalt selectors for finding out the sorts of things
that you're asking. And it's certainly more easy. <

Yes, that's how it's set up right now. (Thanks, Mel! :-) ) Throughout the app,
all sound-playing routines--I've got them in many, many forms, continuous
loops, play one time, play a set number of times with or without intervening
silences, play in foreground while something else goes on in background _if
available_ and so on--start by checking variables ("gHaveTwoChannels") and
then branching accordingly.

I'm asking about this for the same reason I asked about 32-bit color:
streamlining versus accessibility. If requiring multi-channel sounds
eliminates a significant block of users, then I keep both versions. But if
this scenario--32-bit color but no sound channeling--turns out _only_ to apply
to, say, a small number of SE30's, most of whose owners have by now acquired
an additional Mac (and _that's_ the one they, er, their kids play the games
on), then I can simply check sound capability at startup, tell that handful of
users "sorry, this won't work," and be able to streamline a whole lot of code.
(In my case, the dialog box refers users to each game's WorldBuilder analogue,
which is b/w but does have the same plot and "fun factor.")


Now I wonder, hmm, how many folks out there use a color-capable SE/30 as their
primary Mac? (Met a b/w one recently that was running OS 7.5.something, which
boggled my mind; my accelerated SE, with a 68030, will never make it past
7.1.) And does _anyone_ have a rational explanation of why ResEdit refuses to
display small b/w icons on Macs without Color Quickdraw?