void GameSound::loadSounds() { DataReader * data = DataReader::getInstance(); filenames[BOMB_FUSE] = data->getStringFromFile("BOMB_FUSE", "data/audio.txt"); filenames[EGG_DROP] = data->getStringFromFile("EGG_DROP", "data/audio.txt"); filenames[MINE_DROP] = data->getStringFromFile("MINE_DROP", "data/audio.txt"); filenames[BLOCK_DROP] = data->getStringFromFile("BLOCK_DROP", "data/audio.txt"); filenames[BOOM] = data->getStringFromFile("BOOM", "data/audio.txt"); filenames[MUNCHY] = data->getStringFromFile("MUNCHY", "data/audio.txt"); filenames[ENERGY_DROP] = data->getStringFromFile("ENERGY_DROP", "data/audio.txt"); filenames[ENERGY_PICKUP] = data->getStringFromFile("ENERGY_PICKUP", "data/audio.txt"); filenames[EGG_STOLEN] = data->getStringFromFile("EGG_STOLEN", "data/audio.txt"); filenames[SPLAT] = data->getStringFromFile("SPLAT", "data/audio.txt"); filenames[ROCKET_SPIN] = data->getStringFromFile("ROCKET_SPIN", "data/audio.txt"); filenames[ROCKET_FIRED] = data->getStringFromFile("ROCKET_FIRED", "data/audio.txt"); filenames[ROBOT_CREATE] = data->getStringFromFile("ROBOT_CREATE", "data/audio.txt"); filenames[THIEF_CREATE] = data->getStringFromFile("THIEF_CREATE", "data/audio.txt"); filenames[EATER_CREATE] = data->getStringFromFile("EATER_CREATE", "data/audio.txt"); filenames[DRONE_CREATE] = data->getStringFromFile("DRONE_CREATE", "data/audio.txt"); // check files exist string empty; for (int i = 0; i < FINAL_ENTRY_SOUND_NAME; ++i) { if (filenames[i] != empty) { // valid entry, check it exists if (!MickUtil::CheckFileExists(filenames[i].c_str())) { // file doesn't exist std::stringstream error; error << "File: " << filenames[i].c_str() << " is not found."; cerr << error.str(); return; //why don't we want to know about everything that's missing } } } }