raylib/examples/audio/audio_multichannel_sound.c

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/*
* This example was coded to demonstrate multi channel audio changes added to raylib
*
* This example has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* This example Copyright (c) 2018 Chris Camacho (codifies) http://bedroomcoders.co.uk/captcha/
*
* THIS EXAMPLE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
* This example may be freely redistributed.
*/
#include "raylib.h"
#include <stdio.h> // sprintf
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] abuse!");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
//InitPlayBufferPool();
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
int frame = 0;
// Main game loop
// old system still works alongside
SetSoundVolume(fxWav, 0.2); // effects all mutltiplay replay (really annoying sound!!!)
PlaySound(fxOgg);
bool inhibitWav = false;
bool inhibitOgg = false;
int maxFrame = 60;
int numberPlaying = 0;
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
frame++;
if (IsKeyDown(KEY_ENTER)) { inhibitWav=true; } else { inhibitWav=false; }
if (IsKeyDown(KEY_SPACE)) { inhibitOgg=true; } else { inhibitOgg=false; }
// deliberatly hammer the play pool to see what dropping old
// pool entries sounds like....
if (frame % 5==0) {
if (!inhibitWav) PlaySoundEx(fxWav);
}
if (frame==maxFrame) {
if (!inhibitOgg) PlaySoundEx(fxOgg);
frame=0;
maxFrame = GetRandomValue(6,12);
}
numberPlaying = ConcurrentPlayChannels();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
char msg[1024];
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);
sprintf(msg,"concurrently playing %i", numberPlaying);
DrawText(msg, 200, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// you MUST stop the buffer pool before unloading
// any Sounds it might have used...
StopPlayBufferPool();
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}