892813de76
- Capital letters at beginning - for loop spacing and brackets - Functions naming for consistency - Example following examples template - Other tweaks
101 lines
3.5 KiB
C
101 lines
3.5 KiB
C
/*******************************************************************************************
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*
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* raylib [audio] example - Multichannel sound playing
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*
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* This example has been created using raylib 2.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - Multichannel sound playing");
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InitAudioDevice(); // Initialize audio device
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Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
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Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
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int frame = 0;
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SetSoundVolume(fxWav, 0.2);
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PlaySound(fxOgg);
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bool inhibitWav = false;
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bool inhibitOgg = false;
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int maxFrame = 60;
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int soundsCounter = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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frame++;
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if (IsKeyDown(KEY_ENTER)) inhibitWav = !inhibitWav;
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if (IsKeyDown(KEY_SPACE)) inhibitOgg = !inhibitOgg;
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// Deliberatly hammer the play pool to see what dropping old pool entries sounds like....
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if ((frame%5) == 0)
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{
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if (!inhibitWav) PlaySoundMulti(fxWav);
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}
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if (frame == maxFrame)
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{
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if (!inhibitOgg) PlaySoundMulti(fxOgg);
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frame = 0;
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maxFrame = GetRandomValue(6,12);
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}
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soundsCounter = GetSoundsPlaying();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("Multichannel sound abuse!", 200, 180, 20, LIGHTGRAY);
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DrawText("Space to inhibit new ogg triggering", 200, 200, 20, LIGHTGRAY);
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DrawText("Enter to inhibit new wav triggering", 200, 220, 20, LIGHTGRAY);
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DrawText(FormatText("Number of concurrentsounds: %i", soundsCounter), 200, 280, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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StopSoundMulti(); // We must stop the buffer pool before unloading
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UnloadSound(fxWav); // Unload sound data
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UnloadSound(fxOgg); // Unload sound data
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CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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