diff --git a/README.md b/README.md index ff461e4..ed010ac 100644 --- a/README.md +++ b/README.md @@ -146,6 +146,8 @@ The engine supports **sounds** and **background music** using GBA's Active Sound Call `engine->enqueueMusic(data, sizeof(data));` as a repeating music or `enqueueSound()` as a one-timer. If some sound is already playing, it will **not be played**. Background music auto-repeats when done. See demo 1. +Sound can to be converted from a RAW Signed 8-bit PCM using [raw2gba](https://github.com/IanFinlayson/raw2gba). Record something with for example [Audacity](https://www.audacityteam.org/download/) and choose file -> export -> export audio... to change the format. Like sprite raw data, it'll be converted into a C header that you can feed to the methods above. + #### Text ![default font](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/engine/src/background/text.png?raw=true)