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/*
Example of playing a soundbuffer from a wave file.
*/
#include <ClanLib/core.h>
#include <ClanLib/application.h>
#include <ClanLib/sound.h>
#include <iostream>
class SoundbufferApp : public CL_ClanApplication
{
public:
virtual char *get_title() { return "Soundbuffer application"; }
virtual int main(int, char **)
{
CL_ConsoleWindow console("SoundbufferApp");
console.redirect_stdio();
try
{
CL_SetupCore::init();
CL_SetupSound::init();
// Play some sounds
play_sound1();
play_sound3();
// Play some sounds from resource script
play_sound3_ex(false);
// Play some sounds from datafile
play_sound3_ex(true);
// Play streamed sound:
play_sound4();
// Play from resource script, reference count test:
play_sound5();
CL_SetupSound::deinit();
CL_SetupCore::deinit();
}
catch (CL_Error err)
{
std::cout << "error: " << err.message.c_str() << std::endl;
}
console.display_close_message();
return 0;
}
void play_sound1()
{
std::cout << "play_sound1..." << std::endl;
// Load a sample from a wave file:
CL_SoundBuffer soundbuffer(new CL_Sample("beep.wav", NULL), true);
// Setup a session handle for the playback:
CL_SoundBuffer_Session session = soundbuffer.prepare();
// Start the playback:
session.play();
// Wait until the sample finishes:
while(session.is_playing())
{
CL_System::keep_alive();
CL_System::sleep(100);
}
}
void play_sound2()
{
std::cout << "play_sound2..." << std::endl;
// Load sample, play it once and unload it when done:
CL_SoundBuffer soundbuffer(new CL_Sample("beep.wav", NULL), true);
soundbuffer.play();
// Note: if you call this function instead of play_sound() in this
// example, you wont actually hear the sample because program
// exits right away.
}
void play_sound3()
{
std::cout << "play_sound3..." << std::endl;
// This time load from a resource file.
CL_ResourceManager resources("sound.scr", false);
CL_SoundBuffer soundbuffer("beep", &resources);
// Setup a session handle for the playback:
CL_SoundBuffer_Session session = soundbuffer.prepare();
// Start the playback:
session.play();
// Wait until the sample finishes:
while(session.is_playing())
{
CL_System::keep_alive();
CL_System::sleep(100);
}
}
void play_sound3_ex(bool from_datafile)
{
std::cout << "play_sound3_ex..." << std::endl;
// Compile datafile if to be used:
std::string file = "sound.scr";
if (from_datafile)
{
CL_DatafileCompiler::write(file, "sound.dat");
file = "sound.dat";
}
// This time load from a resource file.
CL_ResourceManager resources(file, from_datafile);
// Do a multiple resource load test:
for (int i=0; i<3; i++)
{
CL_SoundBuffer soundbuffer("beep", &resources);
// Setup a session handle for the playback:
CL_SoundBuffer_Session session = soundbuffer.prepare();
// Start the playback:
session.play();
// Wait until the sample finishes:
while(session.is_playing())
{
CL_System::keep_alive();
CL_System::sleep(100);
}
}
}
void play_sound4()
{
std::cout << "play_sound4..." << std::endl;
// Load sample as streaming:
CL_SoundBuffer soundbuffer(new CL_Streamed_WaveSample("beep.wav"), true);
// Setup a session handle for the playback:
CL_SoundBuffer_Session session = soundbuffer.prepare();
// Start the playback:
session.play();
// Wait until the sample finishes:
while(session.is_playing())
{
CL_System::keep_alive();
CL_System::sleep(100);
}
}
void play_sound5()
{
std::cout << "play_sound5..." << std::endl;
// Reference counting test:
CL_ResourceManager resources("sound.scr", false);
for (int i=0; i<5; i++)
{
CL_SoundBuffer soundbuffer("beep", &resources);
// Setup a session handle for the playback:
CL_SoundBuffer_Session session = soundbuffer.prepare();
// Start the playback:
session.play();
// Wait until the sample finishes:
while(session.is_playing())
{
CL_System::keep_alive();
CL_System::sleep(100);
}
}
}
} app;
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