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You can create more than one source to have the same sound played multiple times at the same time. For instance if you have a shooting sound and you want your players to shoot at the same time and have the correct number of shooting sounds.
#include "isound/handle.h"
#include "isound/source.h"
#include "isound/loader.h"
#include "isound/source.h"
#include "isound/renderer.h"
#include "isound/wrapper.h"
...
if (!csInitializer::RequestPlugins(object_reg,
...
CS_REQUEST_PLUGIN("crystalspace.sound.render.software", iSoundRender),
CS_REQUEST_PLUGIN("crystalspace.sound.loader.multiplexer", iSoundLoader),
CS_REQUEST_END))
...
iSoundRender *sndrdr = CS_QUERY_REGISTRY (object_reg, iSoundRender);
if (sndrdr)
{
printf("iSoundRender loaded\n");
csRef<iSoundWrapper> w_boom = loader->LoadSound(<sound name>,<sound url>);
if (w_boom)
{
csRef<iSoundSource> sndsrc = w_boom->GetSound()->CreateSource(
SOUND3D_ABSOLUTE);
sndsrc->Play();
}
else
{
printf("ERROR: SoundWrapper empty. \n");
}
}
else
{
printf("Error: no iSoundRender plugin\n");
}
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Here is how you can play a looping sound:
//Sound renderer
csRef snd = CS_QUERY_REGISTRY (object_reg, iSoundRender);
if (snd)
{
// "song" is the handle, songname is a const char* to the filename.
csRef<iSoundWrapper> w = loader->LoadSound("song",songname);
if (w)
{
// Declare 'music' as a csRef<iSoundSource> somewhere.
music = w->GetSound ()->Play (true);
}
else
{
printf("ERROR: Wrapper empty. \n");
}
}
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