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/**
* OpenAL++ - an object oriented toolkit for spatial sound
* Copyright (C) 2002 VRlab, Ume University
*
* OpenAL++ was created using the libraries:
* OpenAL (http://www.openal.org),
* PortAudio (http://www.portaudio.com/), and
* CommonC++ (http://cplusplus.sourceforge.net/)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA.
*
* Example where a soundfile is loaded using alutLoadWav and streamed over a
* UDP socket to a receiver that will read the datastream and play it.
*
* Note about selecting rate, format and sending rate:
* Rate is given in samples per second, and format gives the size of one
* sample. This means that, for example:
* If the format is Mono16, we have one channel with 16 bit per channel, i.e.
* 16 bit or 2 bytes per sample.
* Say we have a frequency of 44100 samples per second. 2 byte samples will
* mean that we need to stream 88200 bytes per second.
* If we can send (and receive) ten packets per second, each packet should be
* at least 8820 bytes.
* If we instead had a frequency of 11025, then it would be enough with 2205
* bytes per packet.
* Of course it's a good idea to add a few hundred bytes to those numbers ;)
*/
#include <cc++/thread.h>
#include <cc++/socket.h>
#include <iostream>
#include <stdlib.h>
#include <AL/al.h>
#include <AL/alut.h>
#include "openalpp/windowsstuff.h"
using namespace ost;
int main(int argc,char **argv) {
ALvoid *data;
ALsizei bits,freq,size;
ALenum format;
ALboolean success;
// Default packet size (in bytes)
// Note that this doesn't necessarily have to have anything to do with the
// buffer size of the receiver. Just set it to something appropriate
// (depending on the connection), and the receiver will take care of the
// playing the sound correctly...
unsigned int packetsize=10000;
const char defaultfile[]="bee.wav";
const char *filename;
if(argc>1)
filename=argv[1];
else
filename=defaultfile;
if(argc>2)
packetsize=atoi(argv[2]);
try {
success=alutLoadWAV(filename,&data,&format,&size,&bits,&freq);
std::cerr << "Bits: " << bits << " Freq: " << freq << std::endl;
if(success==AL_FALSE) {
std::cerr << "Error loading " << filename << "\n";
exit(1);
}
UDPSocket socket;
socket.setPeer(InetHostAddress("127.0.0.1"),33333);
int totalsent=0;
while(totalsent<size) {
// Send data in packets with a 60 ms delay between packets
if((totalsent+packetsize)>size)
packetsize=size-totalsent;
totalsent+=socket.send((char *)data+totalsent,packetsize);
ost::Thread::sleep(60);
}
free(data);
} catch(...) {
std::cerr << "Error caught!\n";
}
return 0;
}
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