/*******************************************************************************************
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								*
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								*   raylib [audio] example - Multichannel sound playing
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								*
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								*   This example has been created using raylib 2.6 (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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								*   Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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/tanatana.ogg");      // Load OGG audio file
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								    int frame = 0;
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								    SetSoundVolume(fxWav, 0.2);
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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 soundsCounter = 0;
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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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								        frame++;
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								        if (IsKeyDown(KEY_ENTER)) inhibitWav = !inhibitWav;
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								        if (IsKeyDown(KEY_SPACE)) inhibitOgg = !inhibitOgg;
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								        // Deliberatly hammer the play pool to see what dropping old pool entries sounds like....
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								        if ((frame%5) == 0) 
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								        {
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								           if (!inhibitWav) PlaySoundMulti(fxWav);
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								        }
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								        if (frame == maxFrame) 
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								        {
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								            if (!inhibitOgg) PlaySoundMulti(fxOgg);
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								            frame = 0;
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								            maxFrame = GetRandomValue(6,12);
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								        }
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								        soundsCounter = GetSoundsPlaying();
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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 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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								            DrawText(FormatText("Number of concurrentsounds: %i", soundsCounter), 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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								    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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