[AUDIO] Add an example of how to use LoadSoundAlias (#3223)
* Add a function to clone a sound and share data with another sound. * rename items based on feedback * PR Feedback, use custom unload for sound alias, not variant of normal sound unloading * sound_multi example
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4 changed files with 497 additions and 16 deletions
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@ -534,6 +534,7 @@ AUDIO = \
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audio/audio_music_stream \
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audio/audio_raw_stream \
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audio/audio_sound_loading \
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audio/audio_sound_multi \
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audio/audio_stream_effects \
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audio/audio_mixed_processor
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87
examples/audio/audio_sound_multi.c
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87
examples/audio/audio_sound_multi.c
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@ -0,0 +1,87 @@
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/*******************************************************************************************
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*
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* raylib [audio] example - Playing sound multiple times
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*
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* Example originally created with raylib 4.6
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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) 2023 Jeffery Myers (@JeffM2501)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_SOUNDS 10
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Sound soundArray[MAX_SOUNDS] = { 0 };
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int currentSound;
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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 - playing sound multiple times");
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InitAudioDevice(); // Initialize audio device
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// load the sound list
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soundArray[0] = LoadSound("resources/sound.wav"); // 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 (int i = 1; i < MAX_SOUNDS; i++)
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{
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soundArray[i] = LoadSoundAlias(soundArray[0]); // Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
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}
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currentSound = 0; // set the sound list to the start
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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_SPACE))
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{
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PlaySound(soundArray[currentSound]); // play the next open sound slot
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currentSound++; // increment the sound slot
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if (currentSound >= MAX_SOUNDS) // if the sound slot is out of bounds, go back to 0
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currentSound = 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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//----------------------------------------------------------------------------------
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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("Press SPACE to PLAY a WAV sound!", 200, 180, 20, LIGHTGRAY);
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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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for (int i = 1; i < MAX_SOUNDS; i++)
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UnloadSoundAlias(soundArray[i]); // Unload sound aliases
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UnloadSound(soundArray[0]); // Unload source 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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