raylib/examples/audio/audio_multichannel_sound.c

101 lines
3.5 KiB
C
Raw Normal View History

/*******************************************************************************************
*
* raylib [audio] example - Multichannel sound playing
*
* This example has been created using raylib 2.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Multichannel sound playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
int frame = 0;
SetSoundVolume(fxWav, 0.2);
PlaySound(fxOgg);
bool inhibitWav = false;
bool inhibitOgg = false;
int maxFrame = 60;
int soundsCounter = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
frame++;
if (IsKeyDown(KEY_ENTER)) inhibitWav = !inhibitWav;
if (IsKeyDown(KEY_SPACE)) inhibitOgg = !inhibitOgg;
// Deliberatly hammer the play pool to see what dropping old pool entries sounds like....
if ((frame%5) == 0)
{
if (!inhibitWav) PlaySoundMulti(fxWav);
}
if (frame == maxFrame)
{
if (!inhibitOgg) PlaySoundMulti(fxOgg);
frame = 0;
maxFrame = GetRandomValue(6,12);
}
soundsCounter = GetSoundsPlaying();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Multichannel sound abuse!", 200, 180, 20, LIGHTGRAY);
DrawText("Space to inhibit new ogg triggering", 200, 200, 20, LIGHTGRAY);
DrawText("Enter to inhibit new wav triggering", 200, 220, 20, LIGHTGRAY);
DrawText(FormatText("Number of concurrentsounds: %i", soundsCounter), 200, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
StopSoundMulti(); // We must stop the buffer pool before unloading
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}