In the saber sense prop:
#define SABERSENSE_BUTTON_CLICKER
Button Clicker to play press/release wav files when
buttons are pressed. Intended for Scavenger hilt
where wheel makes tactile feel difficult.
Requires press.wav and release.wav files to work.
I first saw it here in the OS8 beta thread:
Not sure where to begin and end, but in prop I see:
bool Event2(enum BUTTON button, EVENT event, uint32_t modifiers) override {
if (GetWavPlayerPlaying(&SFX_boot)) return false;
switch (EVENTID(button, event, modifiers)) {
case EVENTID(BUTTON_POWER, EVENT_PRESSED, MODE_ANY_BUTTON | MODE_ON):
case EVENTID(BUTTON_POWER, EVENT_PRESSED, MODE_ANY_BUTTON | MODE_OFF):
case EVENTID(BUTTON_AUX, EVENT_PRESSED, MODE_ANY_BUTTON | MODE_ON):
case EVENTID(BUTTON_AUX, EVENT_PRESSED, MODE_ANY_BUTTON | MODE_OFF):
SaberBase::RequestMotion();
#ifdef SABERSENSE_BUTTON_CLICKER
// Intended to play click sound on button presses, primarily for Scavenger
// hilt where wheel makes tactile switch feel difficult.
PlaySound("press.wav"); // Requires press.wav file to work.
#endif
return false;
case EVENTID(BUTTON_POWER, EVENT_RELEASED, MODE_ANY_BUTTON | MODE_ON):
case EVENTID(BUTTON_POWER, EVENT_RELEASED, MODE_ANY_BUTTON | MODE_OFF):
case EVENTID(BUTTON_AUX, EVENT_RELEASED, MODE_ANY_BUTTON | MODE_ON):
case EVENTID(BUTTON_AUX, EVENT_RELEASED, MODE_ANY_BUTTON | MODE_OFF):
#ifdef SABERSENSE_BUTTON_CLICKER
PlaySound("release.wav"); // Requires release.wav file to work.
#endif
if (SaberBase::Lockup()) {
SaberBase::DoEndLockup();
SaberBase::SetLockup(SaberBase::LOCKUP_NONE);
return true;
} else {
return false;
}
That would be most excellent of you if possible.