caudio/Examples/Tutorial2_3DSound/main.cpp
Joshua Jones 3f06749573 Minor API changes to the manager, release is now releaseAllSources, createFromFile is now create.
Added the ability for the user to provide a DataSourceFactory, which cAudio will use to get audio data.  This interface can be overridden to provide cAudio the ability to read from zip archives, TCP streams, potentially any location.  DataSourceFactories can also be prioritized.
Made the existing FileSource a factory and registered it by default with the manager.  If the user wishes to prevent cAudio from reading from disk, unRegister the "FileSystem" data source.
Made tutorials conform with the changes to the API.
2010-02-13 05:48:19 +00:00

113 lines
3.2 KiB
C++

//****************************************************************
//cAudio 2.0 Tutorial 2
//Basic 3d Audio. Moving Audio source. Must be mono sound source
//****************************************************************
#include <iostream>
#include <string>
#include <math.h>
//Include cAudio.h so we can work wtih cAudio
#include "../../include/cAudio.h"
using namespace std;
int main(int argc, char* argv[])
{
//Some fancy text
cout << "cAudio 1.7.1 Tutorial 2: 3dSound \n \n";
//Hold audio source x position
float rot = 0;
//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; 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));
//Grab the listener object, which allows us to manipulate where "we" are in the world
//It's useful to bind this to a camera if you are using a 3d graphics engine
cAudio::IListener* listener = manager->getListener();
//Create a IAudio object and load a sound from a file
cAudio::IAudioSource* mysound = manager->create("bling", "../../media/bling.ogg", false);
//Set the IAudio Sound to play3d and loop
//play3d takes 4 arguments play3d(toloop,x,y,z,strength)
if(mysound && listener)
{
listener->setPosition(cAudio::cVector3(0,0,0));
mysound->play3d(cAudio::cVector3(0,0,0),2.0f,true);
mysound->setVolume(1.0f);
mysound->setMinDistance(1.0f);
mysound->setMaxDistance(100.0f);
//Play for 10 seconds
const int ticksToPlay = 10000;
int currentTick = 0;
int currentSecTick = 0;
while(mysound->isPlaying() && currentTick < ticksToPlay)
{
//Figure out the location of our rotated sound
rot+=0.1f * 0.017453293f; //0.1 degrees a frame
//Sound "starts" at x=5, y=0, z=0
float x = 5.0f * cosf(rot) - 0.0f * sinf(rot);
float z = 0.0f * cosf(rot) + 5.0f * sinf(rot);
mysound->move(cAudio::cVector3(x,0.0,z));
++currentTick;
if(currentTick/1000 > currentSecTick)
{
++currentSecTick;
std::cout << ".";
}
//Sleep for 1 ms to free some CPU
cAudio::cAudioSleep(1);
}
}
std::cout << std::endl;
//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;
}