Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug
This commit is contained in:
68
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/02.3DSound.cbp
vendored
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68
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/02.3DSound.cbp
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<Add directory="..\..\lib\win32-gcc"/>
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<Option output="..\..\bin\win32-gcc\02.3DSound.exe"/>
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<Option object_output="Release"/>
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<Option compiler="0"/>
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<Option projectResourceIncludeDirsRelation="1"/>
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<Compiler>
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<Add option="-DWIN32"/>
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<Add option="-W"/>
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<Add option="-g"/>
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<Add directory="..\..\lib\win32-gcc"/>
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<Add option="-O"/>
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<Add option="-s"/>
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<Add library="..\..\lib\win32-gcc\libirrklang.a"/>
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<Option compilerVar="CPP"/>
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21
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/02.3DSound.sln
vendored
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21
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/02.3DSound.sln
vendored
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@@ -0,0 +1,21 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 2013 for Windows Desktop
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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{C9328295-3D0A-446B-8522-6C1B6FC7F4E6}.Debug|x64.ActiveCfg = Debug|x64
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{C9328295-3D0A-446B-8522-6C1B6FC7F4E6}.Debug|x64.Build.0 = Debug|x64
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{C9328295-3D0A-446B-8522-6C1B6FC7F4E6}.Release|x64.ActiveCfg = Release|x64
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{C9328295-3D0A-446B-8522-6C1B6FC7F4E6}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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93
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/02.3DSound.vcxproj
vendored
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93
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/02.3DSound.vcxproj
vendored
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@@ -0,0 +1,93 @@
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<?xml version="1.0" encoding="utf-8"?>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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245
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/02.3DSound.xcodeproj/project.pbxproj
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245
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ARCHS_STANDARD_32_64_BIT_PRE_XCODE_3_1 = "x86_64 i386 ppc";
|
||||
CONFIGURATION_BUILD_DIR = "../../bin/macosx-gcc";
|
||||
GCC_WARN_ABOUT_RETURN_TYPE = YES;
|
||||
GCC_WARN_UNUSED_VARIABLE = YES;
|
||||
HEADER_SEARCH_PATHS = ../../include;
|
||||
OBJROOT = "../../bin/macosx-gcc";
|
||||
PREBINDING = NO;
|
||||
SDKROOT = "$(DEVELOPER_SDK_DIR)/MacOSX10.6.sdk";
|
||||
};
|
||||
name = Release;
|
||||
};
|
||||
/* End XCBuildConfiguration section */
|
||||
|
||||
/* Begin XCConfigurationList section */
|
||||
1DEB923108733DC60010E9CD /* Build configuration list for PBXNativeTarget "macosx_xcode" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
1DEB923208733DC60010E9CD /* Debug */,
|
||||
1DEB923308733DC60010E9CD /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
1DEB923508733DC60010E9CD /* Build configuration list for PBXProject "02.3DSound" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
1DEB923608733DC60010E9CD /* Debug */,
|
||||
1DEB923708733DC60010E9CD /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
/* End XCConfigurationList section */
|
||||
};
|
||||
rootObject = 08FB7793FE84155DC02AAC07 /* Project object */;
|
||||
}
|
||||
21
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/Makefile
vendored
Normal file
21
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/Makefile
vendored
Normal file
@@ -0,0 +1,21 @@
|
||||
CPP = g++
|
||||
OPTS = -I"../../include" -L"/usr/lib" ../../bin/linux-gcc-64/libIrrKlang.so -pthread
|
||||
|
||||
all: example
|
||||
|
||||
example:
|
||||
$(CPP) main.cpp -o example $(OPTS)
|
||||
@echo ""
|
||||
@echo "Note: to start: This example needs mp3 playback and to find the mp3 plugin for this. Please start this example with bin/linux-gcc/ as working directory."
|
||||
@echo ""
|
||||
@echo "Alternative: run 'make run' now."
|
||||
|
||||
clean:
|
||||
rm example
|
||||
|
||||
run: example
|
||||
cd ../../bin/linux-gcc-64/ && ../../examples-64/02.3DSound/example && cd ../../examples-64/02.3DSound
|
||||
|
||||
|
||||
|
||||
|
||||
144
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/main.cpp
vendored
Normal file
144
SQCSim2021/external/irrKlang-64bit-1.6.0/examples/02.3DSound/main.cpp
vendored
Normal file
@@ -0,0 +1,144 @@
|
||||
// This example will show how to play sounds in 3D space using irrKlang.
|
||||
// An mp3 file file be played in 3D space and moved around the user and a
|
||||
// sound will be played at a random 3D position every time the user presses
|
||||
// a key.
|
||||
|
||||
// For this example, we need some function to sleep for some seconds,
|
||||
// so we include the platform specific sleep functions here. This is
|
||||
// only need for demo purposes and has nothing to do with sound output.
|
||||
// include console I/O methods (conio.h for windows, our wrapper in linux)
|
||||
#if defined(WIN32)
|
||||
#include <windows.h>
|
||||
#include <conio.h>
|
||||
inline void sleepSomeTime() { Sleep(100); }
|
||||
#else
|
||||
#include "../common/conio.h"
|
||||
#endif
|
||||
|
||||
// Lets start: include the irrKlang headers and other input/output stuff
|
||||
// needed to print and get user input from the console. And as exlained
|
||||
// in the first tutorial, we use the namespace irr and audio and
|
||||
// link to the irrKlang.dll file.
|
||||
#include <stdio.h>
|
||||
#include <irrKlang.h>
|
||||
using namespace irrklang;
|
||||
|
||||
#pragma comment(lib, "irrKlang.lib") // link with irrKlang.dll
|
||||
|
||||
|
||||
// Now let's start with the irrKlang 3D sound engine example 02,
|
||||
// demonstrating simple 3D sound. Simply startup the engine using
|
||||
// using createIrrKlangDevice() with default options/parameters.
|
||||
int main(int argc, const char** argv)
|
||||
{
|
||||
// start the sound engine with default parameters
|
||||
ISoundEngine* engine = createIrrKlangDevice();
|
||||
|
||||
if (!engine)
|
||||
return 0; // error starting up the engine
|
||||
|
||||
// Now play some sound stream as music in 3d space, looped.
|
||||
// We are setting the last parameter named 'track' to 'true' to
|
||||
// make irrKlang return a pointer to the played sound. (This is also returned
|
||||
// if the parameter 'startPaused' is set to true, by the way). Note that you
|
||||
// MUST call ->drop to the returned pointer if you don't need it any longer and
|
||||
// don't want to waste any memory. This is done in the end of the program.
|
||||
|
||||
ISound* music = engine->play3D("../../media/ophelia.mp3",
|
||||
vec3df(0,0,0), true, false, true);
|
||||
|
||||
// the following step isn't necessary, but to adjust the distance where
|
||||
// the 3D sound can be heard, we set some nicer minimum distance
|
||||
// (the default min distance is 1, for a small object). The minimum
|
||||
// distance simply is the distance in which the sound gets played
|
||||
// at maximum volume.
|
||||
|
||||
if (music)
|
||||
music->setMinDistance(5.0f);
|
||||
|
||||
// Print some help text and start the display loop
|
||||
|
||||
printf("\nPlaying streamed sound in 3D.");
|
||||
printf("\nPress ESCAPE to quit, any other key to play sound at random position.\n\n");
|
||||
|
||||
printf("+ = Listener position\n");
|
||||
printf("o = Playing sound\n");
|
||||
|
||||
float posOnCircle = 0;
|
||||
const float radius = 5;
|
||||
|
||||
while(true) // endless loop until user exits
|
||||
{
|
||||
// Each step we calculate the position of the 3D music.
|
||||
// For this example, we let the
|
||||
// music position rotate on a circle:
|
||||
|
||||
posOnCircle += 0.04f;
|
||||
vec3df pos3d(radius * cosf(posOnCircle), 0,
|
||||
radius * sinf(posOnCircle * 0.5f));
|
||||
|
||||
// After we know the positions, we need to let irrKlang know about the
|
||||
// listener position (always position (0,0,0), facing forward in this example)
|
||||
// and let irrKlang know about our calculated 3D music position
|
||||
|
||||
engine->setListenerPosition(vec3df(0,0,0), vec3df(0,0,1));
|
||||
|
||||
if (music)
|
||||
music->setPosition(pos3d);
|
||||
|
||||
// Now print the position of the sound in a nice way to the console
|
||||
// and also print the play position
|
||||
|
||||
char stringForDisplay[] = " + ";
|
||||
int charpos = (int)((pos3d.X + radius) / radius * 10.0f);
|
||||
if (charpos >= 0 && charpos < 20)
|
||||
stringForDisplay[charpos] = 'o';
|
||||
int playPos = music ? music->getPlayPosition() : 0;
|
||||
|
||||
printf("\rx:(%s) 3dpos: %.1f %.1f %.1f, playpos:%d:%.2d ",
|
||||
stringForDisplay, pos3d.X, pos3d.Y, pos3d.Z,
|
||||
playPos/60000, (playPos%60000)/1000 );
|
||||
|
||||
sleepSomeTime();
|
||||
|
||||
// Handle user input: Every time the user presses a key in the console,
|
||||
// play a random sound or exit the application if he pressed ESCAPE.
|
||||
|
||||
if (kbhit())
|
||||
{
|
||||
int key = getch();
|
||||
|
||||
if (key == 27)
|
||||
break; // user pressed ESCAPE key
|
||||
else
|
||||
{
|
||||
// Play random sound at some random position.
|
||||
// Note that when calling play3D(), no pointer is returned because we didn't
|
||||
// specify the sound to start paused or to track it (as we did above
|
||||
// with the music), so we also don't need to call drop().
|
||||
|
||||
vec3df pos(fmodf((float)rand(),radius*2)-radius, 0, 0);
|
||||
|
||||
const char* filename;
|
||||
|
||||
if (rand()%2)
|
||||
filename = "../../media/bell.wav";
|
||||
else
|
||||
filename = "../../media/explosion.wav";
|
||||
|
||||
engine->play3D(filename, pos);
|
||||
|
||||
printf("\nplaying %s at %.1f %.1f %.1f\n",
|
||||
filename, pos.X, pos.Y, pos.Z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// don't forget to release the resources as explained above.
|
||||
|
||||
if (music)
|
||||
music->drop(); // release music stream.
|
||||
|
||||
engine->drop(); // delete engine
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user