WARNING: REMOVED: Multichannel audio support API
It was quite restrictive and hacky implementation, just load multiple types same sound to play multiple instances.
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/*******************************************************************************************
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*
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* raylib [audio] example - Multichannel sound playing
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*
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* Example originally created with raylib 3.0, last time updated with raylib 3.5
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*
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* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
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*
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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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*
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* Copyright (c) 2019-2023 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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/target.ogg"); // Load OGG audio file
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SetSoundVolume(fxWav, 0.2f);
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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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if (IsKeyPressed(KEY_ENTER)) PlaySoundMulti(fxWav); // Play a new wav sound instance
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if (IsKeyPressed(KEY_SPACE)) PlaySoundMulti(fxOgg); // Play a new ogg sound instance
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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 PLAYING", 20, 20, 20, GRAY);
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DrawText("Press SPACE to play new ogg instance!", 200, 120, 20, LIGHTGRAY);
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DrawText("Press ENTER to play new wav instance!", 200, 180, 20, LIGHTGRAY);
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DrawText(TextFormat("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED);
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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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