Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug

This commit is contained in:
MarcEricMartel
2021-12-10 07:16:43 -05:00
parent 9b56a9b4a5
commit f4ec4816af
2745 changed files with 292873 additions and 8 deletions

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CPP = g++
OPTS = -I"../../include" -L"/usr/lib" ../../bin/linux-gcc-64/libIrrKlang.so -pthread
all:
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clean:
rm example

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// This example will show how to use sound effects such as echo, reverb and distortion.
// irrKlang supports the effects Chorus, Compressor, Distortion, Echo, Flanger
// Gargle, 3DL2Reverb, ParamEq and WavesReverb.
// 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.
#if defined(WIN32)
#include <conio.h>
#else
#include "../common/conio.h"
#endif
#include <stdio.h>
#include <stdlib.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 05,
// demonstrating sound effects. 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
// we play a .xm file as music here. Note that the last parameter
// named 'enableSoundEffects' has been set to 'true' here. If this
// is not done, sound effects cannot be used with this sound.
// After this, we print some help text and start a loop which reads
// user keyboard input.
const char* filename = "../../media/MF-W-90.XM";
#ifdef __BIG_ENDIAN__
filename = "../../media/ophelia.mp3"; // no xm playback on power pcs currently
#endif
ISound* music = engine->play2D(filename,
true, false, true, ESM_AUTO_DETECT, true);
// Print some help text and start the display loop
printf("\nSound effects example. Keys:\n");
printf("\nESCAPE: quit\n");
printf("w: enable/disable waves reverb\n");
printf("d: enable/disable distortion\n");
printf("e: enable/disable echo\n");
printf("a: disable all effects\n");
while(true) // endless loop until user exits
{
int key = getch();
if (key == 27)
break; // user pressed ESCAPE key
else
{
// user maybe pressed an effects key,
// now enable or disable a sound effect.
// We get a pointer to the ISoundEffectControl interface,
// but this only exists if the sound driver supports sound effects
// and if the sound was started setting the 'enableSoundeffects' flag
// to 'true' as we did above. This pointer is only valid as long as
// we don't call music->drop() and delete the music with this.
ISoundEffectControl* fx = 0;
if (music)
fx = music->getSoundEffectControl();
if (!fx)
{
// some sound devices do not support sound effects.
printf("This device or sound does not support sound effects.\n");
continue;
}
// here we disable or enable the sound effects of the music depending
// on what key the user pressed. Note that every enableXXXSoundEffect()
// method also accepts a lot of parameters, so it is easily possible
// to influence the details of the effect. If the sound effect is
// already active, it is also possible to simply call the
// enableXXXSoundEffect() method again to just change the effect parameters,
// although we aren't doing this here.
if (key < 'a') // make key lower
key += 'a' - 'A';
switch(key)
{
case 'd':
if (fx->isDistortionSoundEffectEnabled())
fx->disableDistortionSoundEffect();
else
fx->enableDistortionSoundEffect();
break;
case 'e':
if (fx->isEchoSoundEffectEnabled())
fx->disableEchoSoundEffect();
else
fx->enableEchoSoundEffect();
break;
case 'w':
if (fx->isWavesReverbSoundEffectEnabled())
fx->disableWavesReverbSoundEffect();
else
fx->enableWavesReverbSoundEffect();
break;
case 'a':
fx->disableAllEffects();
break;
}
}
}
// don't forget to release the resources
if (music)
music->drop(); // release music stream.
engine->drop(); // delete Engine
return 0;
}