2132eea8bf
Changed the 3d tutorial to use the move convenience function in order to have proper doppler effects. Added relative seek ability to cAudio source. Updated decoders to have a flag if the data they are working with is valid for their decoder (isValid). Added reference counting to IAudio, IAudioDecoder, and IDataSource Added better error checking in cAudio sources and they will do a better job of detecting if they are invalid. Fixed the spelling on cWavAudioDecoderFactory.h Ogg decoder support for the isValid check. Time seek ability added to cRawDecoder Rewrote cWavDecoder. It will now read slightly malformed wav files (and conforms to the wav spec), no longer has a bug where 8 bit mono audio samples will play twice as fast as 16 bit mono samples, proper bounds checking to make sure only the audio data is sent to the audio source, and time seeking abilities. The decoder does not support channels over 2, compressed wavs, wavs with more than 1 data or fmt block, or any other blocks that may be present in a wav file. All unsupported blocks will be ignored.
119 lines
3.5 KiB
C++
119 lines
3.5 KiB
C++
//****************************************************************
|
|
//cAudio 1.7.1 Tutorial 2
|
|
//Basic 3d Audio. Moving Audio source. Must be mono sound source
|
|
//****************************************************************
|
|
|
|
#include <iostream>
|
|
#include <string>
|
|
#include <math.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"
|
|
//Include The cAudio vector class
|
|
#include "../../include/cVector3.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 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::IAudio* mysound = manager->createFromFile("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->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;
|
|
}
|