|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [audio] example - sound multi | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 5.0, last time updated with raylib 5.0 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | *   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) 2023-2025 Jeffery Myers (@JeffM2501) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define MAX_SOUNDS 10 | 
						
						
							|  | Sound soundArray[MAX_SOUNDS] = { 0 }; | 
						
						
							|  | int currentSound; | 
						
						
							|  | 
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							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound multi"); | 
						
						
							|  | 
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							|  |     InitAudioDevice();      // Initialize audio device | 
						
						
							|  |  | 
						
						
							|  |     // Load audio file into the first slot as the 'source' sound, | 
						
						
							|  |     // this sound owns the sample data | 
						
						
							|  |     soundArray[0] = LoadSound("resources/sound.wav"); | 
						
						
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							|  |     // Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played | 
						
						
							|  |     for (int i = 1; i < MAX_SOUNDS; i++) soundArray[i] = LoadSoundAlias(soundArray[0]); | 
						
						
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							|  |     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 the sound slot is out of bounds, go back to 0 | 
						
						
							|  |             if (currentSound >= MAX_SOUNDS) currentSound = 0; | 
						
						
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							|  |             // NOTE: Another approach would be to look at the list for the first sound | 
						
						
							|  |             // that is not playing and use that slot | 
						
						
							|  |         } | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         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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							|  |     // 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; | 
						
						
							|  | } |