Updated tutorials to use cVector3 and the new getListener function

This commit is contained in:
Raynaldo Rivera 2009-08-26 02:55:02 +00:00
parent f9370efcd9
commit 93e36c4a03
3 changed files with 36 additions and 31 deletions

View File

@ -9,6 +9,8 @@
#include "../../include/IAudioManager.h"
//Include IAudio so we can create cAudio objects
#include "../../include/IAudio.h"
//Include The cAudio vector class
#include "../../include/cVector3.h"
using namespace std;
@ -36,15 +38,15 @@ int main(int argc, char* argv[])
//play3d takes 4 arguments play3d(toloop,x,y,z,strength)
if(mysound && listener)
{
listener->setPosition(0,0,0);
mysound->play3d(true,0.0,0.0,0.0,0.1);
listener->setPosition(cAudio::cVector3(0,0,0));
mysound->play3d(cAudio::cVector3(0,0,0),0.1,true);
while(mysound->playing())
{
//Playback sound
x+=0.001f * 0.017453293f; //0.001 degrees a frame
float realX = sinf(x)*10.f;
mysound->setPosition(realX,0.0,-5.0);
mysound->setPosition(cAudio::cVector3(realX,0.0,-5.0));
manager->update();
}
}

View File

@ -1,48 +1,51 @@
//****************************************************************
//cAudio 1.7.1 Tutorial 3
//Basic Memory Playback *Virtual file systems*
//bling.h created with bin2h http://deadnode.org/sw/bin2h/
//****************************************************************
//****************************************************************
//cAudio 1.7.1 Tutorial 3
//Basic Memory Playback *Virtual file systems*
//bling.h created with bin2h http://deadnode.org/sw/bin2h/
//****************************************************************
#include <iostream>
//Include IAudioManager so we can easily work with cAudio
#include "../../include/IAudioManager.h"
//Include IAudioManager so we can easily work with cAudio
#include "../../include/IAudioManager.h"
//Include IAudio so we can create cAudio objects
#include "../../include/IAudio.h"
//Our Bling sound
#include "../../include/IAudio.h"
//Include The cAudio vector class
#include "../../include/cVector3.h"
//Our Bling sound
#include "bling.h"
using namespace std;
using namespace std;
int main(int argc, char* argv[])
{
//Make visual studio happy
cAudio::IAudio* mysound = 0x0;
//Some fancy text
cout << "cAudio 1.7.1 Tutorial 3: MemoryPlayback \n";
//Grap the cAudioManager
cAudio::IAudioManager* manager = cAudio::getAudioManager();
//Init the cAudio Engine
manager->init(argc,argv);
manager->setListenerPos(0.0,0.0,0.0);
//Create a IAudio object and load a sound from memory. using the bling array and bling size generated by bin2h.
//Some fancy text
cout << "cAudio 1.7.1 Tutorial 3: MemoryPlayback \n";
//Grap the cAudioManager
cAudio::IAudioManager* manager = cAudio::getAudioManager();
//Init the cAudio Engine
manager->init(argc,argv);
manager->getListener()->setPosition(cAudio::cVector3(0.0,0.0,0.0));
//Create a IAudio object and load a sound from memory. using the bling array and bling size generated by bin2h.
mysound = manager->createFromMemory("bling",(const char*)bling,bling_size,"wav");
if(mysound)
{
//Set the IAudio Sound to play2d and loop
mysound->play2d(true);
while(mysound->playing())
{
//Playback sound
//Set the IAudio Sound to play2d and loop
mysound->play2d(true);
while(mysound->playing())
{
//Playback sound
manager->update();
}
}
//Delete all IAudio sounds
manager->release();
manager->release();
//Shutdown cAudio
manager->shutDown();
return 0;

View File

@ -65,8 +65,8 @@ namespace cAudio
LOAD_AL_FUNC(alGenEffects);
LOAD_AL_FUNC(alDeleteEffects);
LOAD_AL_FUNC(alIsEffect);
*/
initCapture.checkCaptureExtension();
initCapture.initialize();