add multi channel audio to raudio (#895)
* added multi channel sound replay to raudio added -fPIC to Makefile for Linux added simple lighting and audio multi channel to examples Makefile * not properly reporting audio buffer pool size...
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6 changed files with 259 additions and 14 deletions
116
examples/audio/audio_multichannel_sound.c
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examples/audio/audio_multichannel_sound.c
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/*
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* This example was coded to demonstrate multi channel audio changes added to raylib
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*
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* This example has been created using raylib (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* This example Copyright (c) 2018 Chris Camacho (codifies) http://bedroomcoders.co.uk/captcha/
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*
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* THIS EXAMPLE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* This example may be freely redistributed.
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*/
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#include "raylib.h"
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#include <stdio.h> // sprintf
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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] abuse!");
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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/tanatana.ogg"); // Load OGG audio file
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//InitPlayBufferPool();
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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int frame = 0;
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// Main game loop
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// old system still works alongside
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SetSoundVolume(fxWav, 0.2); // effects all mutltiplay replay (really annoying sound!!!)
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PlaySound(fxOgg);
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bool inhibitWav = false;
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bool inhibitOgg = false;
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int maxFrame = 60;
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int numberPlaying = 0;
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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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frame++;
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if (IsKeyDown(KEY_ENTER)) { inhibitWav=true; } else { inhibitWav=false; }
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if (IsKeyDown(KEY_SPACE)) { inhibitOgg=true; } else { inhibitOgg=false; }
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// deliberatly hammer the play pool to see what dropping old
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// pool entries sounds like....
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if (frame % 5==0) {
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if (!inhibitWav) PlaySoundEx(fxWav);
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}
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if (frame==maxFrame) {
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if (!inhibitOgg) PlaySoundEx(fxOgg);
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frame=0;
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maxFrame = GetRandomValue(6,12);
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}
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numberPlaying = ConcurrentPlayChannels();
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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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char msg[1024];
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DrawText("multichannel sound abuse!", 200, 180, 20, LIGHTGRAY);
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DrawText("Space to inhibit new ogg triggering", 200, 200, 20, LIGHTGRAY);
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DrawText("Enter to inhibit new wav triggering", 200, 220, 20, LIGHTGRAY);
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sprintf(msg,"concurrently playing %i", numberPlaying);
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DrawText(msg, 200, 280, 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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// you MUST stop the buffer pool before unloading
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// any Sounds it might have used...
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StopPlayBufferPool();
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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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