Added support for MINGW preprocessor so samples compile correctly on mingw builds

This commit is contained in:
Raynaldo Rivera 2011-06-26 17:40:05 +00:00
parent f7749c2532
commit 24f2d4135c
8 changed files with 87 additions and 49 deletions

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@ -8,11 +8,14 @@
//Include cAudio.h so we can work wtih cAudio
#include "cAudio.h"
#ifdef CAUDIO_PLATFORM_WIN
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
#endif
#if defined(CAUDIO_COMILER_MINGW)
// do nothing
#elif defined(CAUDIO_PLATFORM_WIN)
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
#endif
using namespace std;
int main(int argc, char* argv[]) {
@ -49,21 +52,28 @@ int main(int argc, char* argv[]) {
pDeviceList = 0;
//Create a IAudio object and load a sound from a file
#ifdef CAUDIO_PLATFORM_WIN
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("cAudioTheme1.ogg"),true);
#if defined(CAUDIO_COMPILER_MINGW)
cAudio::IAudioSource* mysound = audioMgr->create("bling", "../cAudioTheme1.ogg",true);
#elif defined(CAUDIO_PLATFORM_WIN)
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("cAudioTheme1.ogg")),true);
#else
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(cAudioTheme1.ogg),true);
#endif
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(cAudioTheme1.ogg),true);
#endif
for (size_t i=0; i<10; i++)
{
#ifdef CAUDIO_PLATFORM_WIN
audioMgr->play2D(AUDIO_FILE("bling.ogg"));
#if defined(CAUDIO_COMPILER_MINGW)
audioMgr->play2D("../bling.ogg");
#elif defined(CAUDIO_PLATFORM_WIN)
audioMgr->play2D(AUDIO_FILE("bling.ogg"));
#else
audioMgr->play2D(AUDIO_FILE(bling.ogg));
#endif
#endif
}
if(mysound)
{
mysound->setVolume(0.5);

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@ -9,11 +9,14 @@
//Include cAudio.h so we can work wtih cAudio
#include "cAudio.h"
#ifdef CAUDIO_PLATFORM_WIN
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
#endif
#if defined(CAUDIO_COMILER_MINGW)
// do nothing
#elif defined(CAUDIO_PLATFORM_WIN)
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
#endif
using namespace std;
@ -57,12 +60,16 @@ int main(int argc, char* argv[])
//It's useful to bind this to a camera if you are using a 3d graphics engine
cAudio::IListener* listener = audioMgr->getListener();
//Create a IAudio object and load a sound from a file
#ifdef CAUDIO_PLATFORM_WIN
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("bling.ogg"), false);
//Create a IAudio object and load a sound from a file
#if defined(CAUDIO_COMPILER_MINGW)
cAudio::IAudioSource* mysound = audioMgr->create("bling", "../bling.ogg",true);
#elif defined(CAUDIO_PLATFORM_WIN)
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("bling.ogg")),true);
#else
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(bling.ogg), false);
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(bling.ogg),true);
#endif
//Set the IAudio Sound to play3d and loop
//play3d takes 4 arguments play3d(toloop,x,y,z,strength)
if(mysound && listener)

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@ -9,7 +9,9 @@
//Include cAudio.h so we can work wtih cAudio
#include "cAudio.h"
#ifdef CAUDIO_PLATFORM_WIN
#if defined(CAUDIO_COMILER_MINGW)
// do nothing
#elif defined(CAUDIO_PLATFORM_WIN)
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_

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@ -7,7 +7,9 @@
#include <string>
//Include cAudio.h so we can work wtih cAudio
#include "cAudio.h"
#ifdef CAUDIO_PLATFORM_WIN
#if defined(CAUDIO_COMILER_MINGW)
// do nothing
#elif defined(CAUDIO_PLATFORM_WIN)
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_

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@ -8,7 +8,9 @@
///Include cAudio.h so we can work wtih cAudio
#include "cAudio.h"
#ifdef CAUDIO_PLATFORM_WIN
#if defined(CAUDIO_COMILER_MINGW)
// do nothing
#elif defined(CAUDIO_PLATFORM_WIN)
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
@ -63,11 +65,14 @@ int main(int argc, char* argv[])
filter->setLowFrequencyVolume(0.1f);
//Create a IAudio object and load a sound from a file
#ifdef CAUDIO_PLATFORM_WIN
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("Footsteps.wav"),false);
#if defined(CAUDIO_COMPILER_MINGW)
cAudio::IAudioSource* mysound = audioMgr->create("bling", "../Footsteps.wav",true);
#elif defined(CAUDIO_PLATFORM_WIN)
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("Footsteps.wav")),true);
#else
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(Footsteps.wav),false);
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(Footsteps.wav),true);
#endif
if(mysound)
{
mysound->setVolume(1.0f);

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@ -8,12 +8,13 @@
//Include cAudio.h so we can work wtih cAudio
#include "cAudio.h"
#ifdef CAUDIO_PLATFORM_WIN
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
#if defined(CAUDIO_COMILER_MINGW)
// do nothing
#elif defined(CAUDIO_PLATFORM_WIN)
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
#endif
//Include the custom handler
#include "cTestHandler.h"
@ -26,7 +27,7 @@ int main(int argc, char* argv[])
//Create an uninitialized Audio Manager
cAudio::IAudioManager* audioMgr = cAudio::createAudioManager(false);
//Make a pointer to our handler
cTestHandler *handle = new cTestHandler;
@ -57,11 +58,13 @@ int main(int argc, char* argv[])
pDeviceList = 0;
//Create a IAudio object and load a sound from a file
#ifdef CAUDIO_PLATFORM_WIN
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("cAudioTheme1.ogg"),true);
#if defined(CAUDIO_COMPILER_MINGW)
cAudio::IAudioSource* mysound = audioMgr->create("bling", "../cAudioTheme1.ogg",true);
#elif defined(CAUDIO_PLATFORM_WIN)
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("cAudioTheme1.ogg")),true);
#else
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(cAudioTheme1.ogg),true);
#endif
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(cAudioTheme1.ogg),true);
#endif
mysound->registerEventHandler(handle);
if(mysound)

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@ -1,6 +1,6 @@
//****************************************************************
//cAudio 2.3.0 Tutorial 7
//Custom log receiver
//Custom log receiver
//****************************************************************
#include <iostream>
@ -8,12 +8,13 @@
//Include cAudio.h so we can work wtih cAudio
#include "cAudio.h"
#ifdef CAUDIO_PLATFORM_WIN
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
#if defined(CAUDIO_COMILER_MINGW)
// do nothing
#elif defined(CAUDIO_PLATFORM_WIN)
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT##_soundName_
#else
# define AUDIO_FILE(_soundName_) CAUDIO_MEDIA_ROOT#_soundName_
#endif
//Include the new log receiver
#include "cTestLogReceiver.h"
@ -26,7 +27,7 @@ int main(int argc, char* argv[])
//Create an uninitialized Audio Manager
cAudio::IAudioManager* audioMgr = cAudio::createAudioManager(false);
//Now we make a new pointer to our receiver
cTestLogReceiver *loggin = new cTestLogReceiver;
@ -64,11 +65,13 @@ int main(int argc, char* argv[])
pDeviceList = 0;
//Create a IAudio object and load a sound from a file
#ifdef CAUDIO_PLATFORM_WIN
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("cAudioTheme1.ogg"),true);
#if defined(CAUDIO_COMPILER_MINGW)
cAudio::IAudioSource* mysound = audioMgr->create("bling", "../cAudioTheme1.ogg",true);
#elif defined(CAUDIO_PLATFORM_WIN)
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE("cAudioTheme1.ogg")),true);
#else
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(cAudioTheme1.ogg),true);
#endif
cAudio::IAudioSource* mysound = audioMgr->create("bling", AUDIO_FILE(cAudioTheme1.ogg),true);
#endif
if(mysound)
{
mysound->setVolume(0.5);

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@ -41,3 +41,9 @@
# endif
# endif
#endif
#ifndef CAUDIO_COMPILER_MINGW
# if defined(__MINGW32__)
# define CAUDIO_COMPILER_MINGW
# endif
#endif