Added tutorial 6 shows how to use a custom event handler as well has removed OnInit from the audio source events.

This commit is contained in:
Raynaldo Rivera 2010-02-14 22:54:19 +00:00
parent aae976f3e4
commit cb9ae7a72c
8 changed files with 349 additions and 12 deletions

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@ -0,0 +1,196 @@
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@ -0,0 +1,35 @@
//****************************************************************
//cAudio 2.0.0 Tutorial 6
//Custom event handler
//****************************************************************
#include "cTestHandler.h"
#include <iostream>
void cTestHandler::onUpdate()
{
//We comment this out because this will be constantly
//called as the sound is playing
//std::cout<<"Custom Event Handler: Sound source is updating\n";
}
void cTestHandler::onRelease()
{
std::cout<<"Custom Event Handler: Sound source was released\n";
}
void cTestHandler::onPlay()
{
std::cout<<"Custom Event Handler: Sound source started playing\n";
}
void cTestHandler::onStop()
{
std::cout<<"Custom Event Handler: Sound source stoped playing\n";
}
void cTestHandler::onPause()
{
std::cout<<"Custom Event Handler: Sound source was paused\n";
}

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@ -0,0 +1,26 @@
//****************************************************************
//cAudio 2.0.0 Tutorial 6
//Custom event handler
//****************************************************************
///Include the ISourceHandler.h so we can inherit the interface
#include "../../include/ISourceEventHandler.h"
class cTestHandler : public cAudio::ISourceEventHandler
{
//In order for this handler to work it must have each of the following functions
public:
// This function calls on source update
void onUpdate();
// This function calls on source release
void onRelease();
// This function calls on source play
void onPlay();
// This function calls on source stop
void onStop();
// This function calls on source pause
void onPause();
};

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@ -0,0 +1,84 @@
//****************************************************************
//cAudio 2.0.0 Tutorial 6
//Custom event handler
//****************************************************************
#include <iostream>
#include <string>
//Include cAudio.h so we can work wtih cAudio
#include "../../include/cAudio.h"
//Include the test handler
#include "cTestHandler.h"
using namespace std;
int main(int argc, char* argv[])
{
//Some fancy text
cout << "cAudio 2.0.0 Tutorial 6: Custom event handler. \n \n";
//Create an uninitialized Audio Manager
cAudio::IAudioManager* manager = cAudio::createAudioManager(false);
//Make a pointer to our handler
cTestHandler *handle = new cTestHandler;
if(manager)
{
//Allow the user to choose a playback device
cout << "Available Playback Devices: \n";
unsigned int deviceCount = manager->getAvailableDeviceCount();
std::string defaultDeviceName = manager->getDefaultDeviceName();
for(unsigned int i=0; i<deviceCount; ++i)
{
std::string deviceName = manager->getAvailableDeviceName(i);
if(deviceName.compare(defaultDeviceName) == 0)
cout << i << "): " << deviceName << " [DEFAULT] \n";
else
cout << i << "): " << deviceName << " \n";
}
cout << std::endl;
cout << "Choose a device by number: ";
unsigned int deviceSelection = 0;
cin >> deviceSelection;
cout << std::endl;
//Initialize the manager with the user settings
manager->initialize(manager->getAvailableDeviceName(deviceSelection));
//Create a IAudio object and load a sound from a file
cAudio::IAudioSource* mysound = manager->create("bling","../../media/cAudioTheme1.ogg",true);
mysound->registerEventHandler(handle);
if(mysound)
{
mysound->setVolume(0.5);
//Set the IAudio Sound to play2d and loop
mysound->play2d(false);
//Wait for the sound to finish playing
while(mysound->isPlaying())
cAudio::cAudioSleep(10);
}
//Delete all IAudio sounds
manager->releaseAllSources();
//Shutdown cAudio
manager->shutDown();
cAudio::destroyAudioManager(manager);
}
else
{
std::cout << "Failed to create audio playback manager. \n";
}
std::cout << "Press any key to quit \n";
std::cin.get();
std::cin.get();
return 0;
}

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@ -24,7 +24,6 @@ namespace cAudio
public:
enum Events{
ON_INIT,
ON_UPDATE,
ON_RELEASE,
ON_PLAY,

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@ -58,7 +58,7 @@ namespace cAudio
EffectSlotsAvailable = (numSlots <= CAUDIO_SOURCE_MAX_EFFECT_SLOTS) ? numSlots : CAUDIO_SOURCE_MAX_EFFECT_SLOTS;
#endif
signalEvent(ON_INIT);
}
cAudioSource::~cAudioSource()
@ -756,14 +756,6 @@ namespace cAudio
switch(sevent){
case ON_INIT:
for(it; it != eventHandlerList.end(); it++){
(*it)->onInit();
}
break;
case ON_UPDATE:
for(it; it != eventHandlerList.end(); it++){

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@ -35,6 +35,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tutorial5_AudioEffects", "E
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@ -73,6 +75,10 @@ Global
{F1741962-FBBB-4BA2-AC74-A97E2DDF6B2E}.Debug|Win32.Build.0 = Debug|Win32
{F1741962-FBBB-4BA2-AC74-A97E2DDF6B2E}.Release|Win32.ActiveCfg = Release|Win32
{F1741962-FBBB-4BA2-AC74-A97E2DDF6B2E}.Release|Win32.Build.0 = Release|Win32
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{21C636EF-FC36-4FC5-AFB4-0711F5C44B5D}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -11,8 +11,7 @@ namespace cAudio{
{
public:
//! This function calls on source initalization
virtual void onInit() = 0;
//! This function calls on source update
virtual void onUpdate() = 0;
//! This function calls on source release