6b3e9c5a9d
Updated logger to allow a user to create callbacks to receive log messages Logger also gives more information, time the message was sent, the source, the importance, and the message itself. User can now query playback devices and specify the device for the audio manager to use. The audio manager is no longer a singleton, although creating multiple managers is not advised. Clean up and optimization of manager initialization code. IAudioCapture can now be told which device to capture audio from. The user can also create multiple IAudioCaptures to capture audio from multiple sources at the same time. Added additional error checking. A seperate thread is used to capture audio now. Defines added to allow a user to remove support for default codecs.
83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
//****************************************************************
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//cAudio 1.7.1 Tutorial 3
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//Basic Memory Playback *Virtual file systems*
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//bling.h created with bin2h http://deadnode.org/sw/bin2h/
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//****************************************************************
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#include <iostream>
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//Include IAudioManager so we can easily work with cAudio
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#include "../../include/IAudioManager.h"
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//Include IAudio so we can create cAudio objects
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#include "../../include/IAudio.h"
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//Include The cAudio vector class
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#include "../../include/cVector3.h"
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//Include our version of Sleep to free CPU usage
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#include "../../include/cAudioSleep.h"
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//Our Bling sound
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#include "bling.h"
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using namespace std;
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int main(int argc, char* argv[])
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{
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//Some fancy text
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cout << "cAudio 1.7.1 Tutorial 3: MemoryPlayback \n \n";
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//Create an uninitialized Audio Manager
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cAudio::IAudioManager* manager = cAudio::createAudioManager(false);
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if(manager)
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{
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//Allow the user to choose a playback device
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cout << "Available Playback Devices: \n";
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unsigned int deviceCount = manager->getAvailableDeviceCount();
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std::string defaultDeviceName = manager->getDefaultDeviceName();
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for(unsigned int i=0; i<deviceCount; ++i)
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{
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std::string deviceName = manager->getAvailableDeviceName(i);
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if(deviceName.compare(defaultDeviceName) == 0)
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cout << i << "): " << deviceName << " (DEFAULT) \n";
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else
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cout << i << "): " << deviceName << " \n";
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}
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cout << std::endl;
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cout << "Choose a device by number: ";
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unsigned int deviceSelection = 0;
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cin >> deviceSelection;
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cout << std::endl;
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//Initialize the manager with the user settings
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manager->initialize(manager->getAvailableDeviceName(deviceSelection));
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//Create a IAudio object and load a sound from memory. using the bling array and bling size generated by bin2h.
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cAudio::IAudio* mysound = manager->createFromMemory("bling",(const char*)bling,bling_size,"wav");
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if(mysound)
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{
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//Set the IAudio Sound to play2d and loop
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mysound->play2d(true);
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//Sleep for 10,000 ms to free some CPU, also makes the example only last 10 seconds
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cAudio::cAudioSleep(10000);
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}
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//Delete all IAudio sounds
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manager->release();
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//Shutdown cAudio
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manager->shutDown();
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cAudio::destroyAudioManager(manager);
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}
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else
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{
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std::cout << "Failed to create audio playback manager. \n";
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}
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std::cout << "Press any key to quit \n";
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std::cin.get();
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std::cin.get();
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return 0;
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}
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