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- /*******************************************************************************************
- *
- * raylib [audio] example - Playing sound multiple times
- *
- * Example originally created with raylib 4.6
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2023 Jeffery Myers (@JeffM2501)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #define MAX_SOUNDS 10
- Sound soundArray[MAX_SOUNDS] = { 0 };
- int currentSound;
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [audio] example - playing sound multiple times");
-
- InitAudioDevice(); // Initialize audio device
-
- // load the sound list
- soundArray[0] = LoadSound("resources/sound.wav"); // Load WAV audio file into the first slot as the 'source' sound
- // this sound owns the sample data
- for (int i = 1; i < MAX_SOUNDS; i++)
- {
- 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
- }
- currentSound = 0; // set the sound list to the start
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (IsKeyPressed(KEY_SPACE))
- {
- PlaySound(soundArray[currentSound]); // play the next open sound slot
- currentSound++; // increment the sound slot
- if (currentSound >= MAX_SOUNDS) // if the sound slot is out of bounds, go back to 0
- currentSound = 0;
-
- // Note: a better way would be to look at the list for the first sound that is not playing and use that slot
- }
-
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawText("Press SPACE to PLAY a WAV sound!", 200, 180, 20, LIGHTGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- for (int i = 1; i < MAX_SOUNDS; i++)
- UnloadSoundAlias(soundArray[i]); // Unload sound aliases
- UnloadSound(soundArray[0]); // Unload source sound data
-
- CloseAudioDevice(); // Close audio device
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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