add audio examples
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examples/audio/audio_sound_multi.py
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examples/audio/audio_sound_multi.py
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"""checked with raylib-python-cffi 5.5.0.2
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raylib [audio] example - Playing sound multiple times
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Example complexity rating: [★★☆☆] 2/4
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Example originally created with raylib 4.6, last time updated with raylib 4.6
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Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
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Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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BSD-like license that allows static linking with closed source software
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Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501)
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This source has been converted from C raylib examples to Python.
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"""
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from typing import List
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import pyray as rl
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from pathlib import Path
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# Get the directory where this script is located
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THIS_DIR = Path(__file__).resolve().parent
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MAX_SOUNDS = 10
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sound_array: List[rl.Sound] = []
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current_sound = 0
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# Initialization
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# --------------------------------------------------------------------------------------
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screen_width = 800
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screen_height = 450
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rl.init_window(
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screen_width, screen_height, "raylib [audio] example - playing sound multiple times"
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)
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rl.init_audio_device() # Initialize audio device
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# Load the sound list
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sound_array.append(
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rl.load_sound(str(THIS_DIR / "resources/sound.wav"))
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) # Load WAV audio file into the first slot as the 'source' sound
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# this sound owns the sample data
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for i in range(1, MAX_SOUNDS):
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sound_array.append(
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rl.load_sound_alias(sound_array[0])
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) # Load an alias of the sound into slots 1-9
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# These do not own the sound data, but can be played
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current_sound = 0 # Set the sound list to the start
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rl.set_target_fps(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 not rl.window_should_close(): # Detect window close button or ESC key
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# Update
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# ----------------------------------------------------------------------------------
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if rl.is_key_pressed(rl.KeyboardKey.KEY_SPACE):
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rl.play_sound(sound_array[current_sound]) # Play the next open sound slot
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current_sound += 1 # Increment the sound slot
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if (
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current_sound >= MAX_SOUNDS
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): # If the sound slot is out of bounds, go back to 0
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current_sound = 0
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# Note: a better way would be to look at the list for the first sound that is not playing and use that slot
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# ----------------------------------------------------------------------------------
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# Draw
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# ----------------------------------------------------------------------------------
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rl.begin_drawing()
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rl.clear_background(rl.RAYWHITE)
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rl.draw_text("Press SPACE to PLAY a WAV sound!", 200, 180, 20, rl.LIGHTGRAY)
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rl.end_drawing()
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# ----------------------------------------------------------------------------------
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# De-Initialization
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# --------------------------------------------------------------------------------------
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for i in range(1, MAX_SOUNDS):
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rl.unload_sound_alias(sound_array[i]) # Unload sound aliases
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rl.unload_sound(sound_array[0]) # Unload source sound data
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rl.close_audio_device() # Close audio device
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rl.close_window() # Close window and OpenGL context
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# --------------------------------------------------------------------------------------
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