Initial revision.
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example/example.cxx
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89
example/example.cxx
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#include "sl.h"
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#include "sm.h"
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#include <math.h>
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/*
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Construct a sound scheduler and a mixer.
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*/
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slScheduler sched ( 8000 ) ;
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smMixer mixer ;
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int main ()
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{
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mixer . setMasterVolume ( 30 ) ;
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sched . setSafetyMargin ( 0.128 ) ;
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/* Just for fun, let's make a one second synthetic engine sample... */
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Uchar buffer [ 8000 ] ;
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for ( int i = 0 ; i < 8000 ; i++ )
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{
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/* Sum some sin waves and convert to range 0..1 */
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float level = ( sin ( (double) i * 2.0 * M_PI / (8000.0/ 50.0) ) +
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sin ( (double) i * 2.0 * M_PI / (8000.0/149.0) ) +
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sin ( (double) i * 2.0 * M_PI / (8000.0/152.0) ) +
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sin ( (double) i * 2.0 * M_PI / (8000.0/192.0) )
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) / 8.0f + 0.5f ;
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/* Convert to unsigned byte */
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buffer [ i ] = (Uchar) ( level * 255.0 ) ;
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}
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/* Set up four samples and a loop */
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slSample *s = new slSample ( buffer, 8000 ) ;
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slSample *s1 = new slSample ( "scream.ub", & sched ) ;
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slSample *s2 = new slSample ( "zzap.wav" , & sched ) ;
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slSample *s3 = new slSample ( "cuckoo.au", & sched ) ;
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slSample *s4 = new slSample ( "wheeee.ub", & sched ) ;
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/* Mess about with some of the samples... */
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s1 -> adjustVolume ( 2.2 ) ;
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s2 -> adjustVolume ( 0.5 ) ;
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s3 -> adjustVolume ( 0.2 ) ;
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/* Play the engine sample continuously. */
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sched . loopSample ( s ) ;
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int tim = 0 ; /* My periodic event timer. */
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while ( SL_TRUE )
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{
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tim++ ; /* Time passes */
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if ( tim % 200 == 0 ) sched.playSample ( s1 ) ;
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if ( tim % 180 == 0 ) sched.playSample ( s2 ) ;
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if ( tim % 150 == 0 ) sched.playSample ( s3 ) ;
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if ( tim % 120 == 0 ) sched.playSample ( s4 ) ;
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/*
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For the sake of realism, I'll delay for 1/30th second to
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simulate a graphics update process.
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*/
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#ifdef WIN32
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Sleep ( 1000 / 30 ) ; /* 30Hz */
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#elif defined(sgi)
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sginap( 3 ); /* ARG */
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#else
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usleep ( 1000000 / 30 ) ; /* 30Hz */
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#endif
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/*
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This would normally be called just before the graphics buffer swap
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- but it could be anywhere where it's guaranteed to get called
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fairly often.
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*/
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sched . update () ;
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}
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}
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