#include #include //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" //Include our version of Sleep to free CPU usage #include "../../include/cAudioSleep.h" using namespace std; int main(int argc, char* argv[]) { //Some fancy text cout << "cAudio 1.7.1 Tutorial 1: 2DSound \n \n"; //Create an uninitialized Audio Manager cAudio::IAudioManager* manager = cAudio::createAudioManager(false); 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; igetAvailableDeviceName(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::IAudio* mysound = manager->createFromFile("bling","../../media/cAudioTheme1.ogg",true); 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->release(); //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; }