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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 <ClanLib/vorbis.h>
#include <iostream>
class SoundbufferApp : public CL_ClanApplication
{
public:
virtual int main(int, char **)
{
CL_ConsoleWindow console("SoundbufferApp");
console.redirect_stdio();
try
{
CL_SetupCore setup_core;
CL_SetupSound setup_sound;
CL_SoundOutput output(44100);
// Test recording:
// rec_sound();
// Play some sounds
play_sound1();
play_sound2();
// 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();
// Play two sounds at once
play_sound6();
// Play ogg file:
// play_sound7();
}
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("beep.wav");
// 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(100);
}
}
void play_sound2()
{
std::cout << "play_sound2..." << std::endl;
// Load sample, play it once and unload it when done:
CL_SoundBuffer soundbuffer("beep.wav");
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.xml");
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(100);
}
}
void play_sound3_ex(bool from_datafile)
{
std::cout << "play_sound3_ex..." << std::endl;
// Use a zip archive as datafile if needed:
CL_Zip_Archive *zip_file = 0;
bool delete_provider = false;
if (from_datafile)
{
// todo: create zip archive on the fly here, or include it with example?
zip_file = new CL_Zip_Archive("sound.zip");
delete_provider = true;
}
// This time load from a resource file.
CL_ResourceManager resources("sound.xml", zip_file, delete_provider);
// 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("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(100);
}
}
void play_sound5()
{
std::cout << "play_sound5..." << std::endl;
// Reference counting test:
CL_ResourceManager resources("sound.xml");
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);
}
}
}
void play_sound6()
{
std::cout << "play_sound6..." << std::endl;
// Load a sample from a wave file:
CL_SoundBuffer soundbuffer1("gun.wav");
CL_SoundBuffer soundbuffer2("explode.wav");
// Setup a session handle for the playback:
CL_SoundBuffer_Session session1 = soundbuffer1.prepare();
CL_SoundBuffer_Session session2 = soundbuffer2.prepare();
// Start the playback:
session1.play();
session2.play();
// Wait until one of the sounds finishes:
while(session1.is_playing() || session2.is_playing())
{
CL_System::keep_alive(100);
}
}
void play_sound7()
{
std::cout << "play_sound7..." << std::endl;
CL_SetupVorbis setup_vorbis;
CL_SoundBuffer soundbuffer("KeepHopeAlive.ogg");
CL_SoundBuffer_Session session = soundbuffer.play();
while (session.is_playing()) CL_System::keep_alive(100);
}
void rec_sound()
{
/* std::cout << "rec_sound..." << std::endl;
CL_StreamSoundProvider *mic = CL_Sound::get_microphone();
if (mic == 0) return; // no mic support.
CL_StreamSoundProvider_Session *mic_session = mic->begin_session();
std::cout << "recording..." << std::endl;
mic_session->play();
CL_System::sleep(10000);
mic_session->stop();
// Get for 10 secs of audio data:
unsigned char buffer[22050*4*10];
int received = mic_session->get_data(buffer, 22050*4*10);
mic->end_session(mic_session);
// Put it into a raw sample and play it:
CL_SoundBuffer sample(
new CL_Sample_RawData(buffer, received, 2, true),
true);
std::cout << "playing back recording..." << std::endl;
CL_SoundBuffer_Session session = sample.play();
// Wait until the sample finishes:
while(session.is_playing())
{
CL_System::keep_alive(100);
} */
}
} app;
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