145 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // This example will show how to play sounds in 3D space using irrKlang.
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| // An mp3 file file be played in 3D space and moved around the user and a
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| // sound will be played at a random 3D position every time the user presses
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| // a key.
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| 
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| // For this example, we need some function to sleep for some seconds,
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| // so we include the platform specific sleep functions here. This is
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| // only need for demo purposes and has nothing to do with sound output.
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| // include console I/O methods (conio.h for windows, our wrapper in linux)
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| #if defined(WIN32)
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| #include <windows.h>
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| #include <conio.h>
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| inline void sleepSomeTime() { Sleep(100); }
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| #else
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| #include "../common/conio.h"
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| #endif
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| 
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| // Lets start: include the irrKlang headers and other input/output stuff
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| // needed to print and get user input from the console. And as exlained
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| // in the first tutorial, we use the namespace irr and audio and
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| // link to the irrKlang.dll file.
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| #include <stdio.h>
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| #include <irrKlang.h>
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| using namespace irrklang;
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| 
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| #pragma comment(lib, "irrKlang.lib") // link with irrKlang.dll
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| 
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| 
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| // Now let's start with the irrKlang 3D sound engine example 02,
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| // demonstrating simple 3D sound. Simply startup the engine using
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| // using createIrrKlangDevice() with default options/parameters.
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| int main(int argc, const char** argv)
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| {
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| 	// start the sound engine with default parameters
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| 	ISoundEngine* engine = createIrrKlangDevice();
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| 
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| 	if (!engine)
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| 		return 0; // error starting up the engine
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| 
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| 	// Now play some sound stream as music in 3d space, looped.
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| 	// We are setting the last parameter named 'track' to 'true' to
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| 	// make irrKlang return a pointer to the played sound. (This is also returned
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| 	// if the parameter 'startPaused' is set to true, by the way). Note that you
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| 	// MUST call ->drop to the returned pointer if you don't need it any longer and
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| 	// don't want to waste any memory. This is done in the end of the program.
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| 
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| 	ISound* music = engine->play3D("../../media/ophelia.mp3",
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| 	                               vec3df(0,0,0), true, false, true);
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| 
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| 	// the following step isn't necessary, but to adjust the distance where
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| 	// the 3D sound can be heard, we set some nicer minimum distance
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| 	// (the default min distance is 1, for a small object). The minimum
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| 	// distance simply is the distance in which the sound gets played
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| 	// at maximum volume.
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| 
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| 	if (music)
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| 		music->setMinDistance(5.0f);
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| 
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| 	// Print some help text and start the display loop
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| 
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| 	printf("\nPlaying streamed sound in 3D.");
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| 	printf("\nPress ESCAPE to quit, any other key to play sound at random position.\n\n");
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| 
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| 	printf("+ = Listener position\n");
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| 	printf("o = Playing sound\n");
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| 
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| 	float posOnCircle = 0;
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| 	const float radius = 5;
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| 
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| 	while(true) // endless loop until user exits
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| 	{
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| 		// Each step we calculate the position of the 3D music.
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| 		// For this example, we let the
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| 		// music position rotate on a circle:
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| 
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| 		posOnCircle += 0.04f;
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| 		vec3df pos3d(radius * cosf(posOnCircle), 0,
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| 					  radius * sinf(posOnCircle * 0.5f));
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| 
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| 		// After we know the positions, we need to let irrKlang know about the
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| 		// listener position (always position (0,0,0), facing forward in this example)
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| 		// and let irrKlang know about our calculated 3D music position
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| 
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| 		engine->setListenerPosition(vec3df(0,0,0), vec3df(0,0,1));
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| 
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| 		if (music)
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| 			music->setPosition(pos3d);
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| 
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| 		// Now print the position of the sound in a nice way to the console
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| 		// and also print the play position
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| 
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| 		char stringForDisplay[] = "          +         ";
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| 		int charpos = (int)((pos3d.X + radius) / radius * 10.0f);
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| 		if (charpos >= 0 && charpos < 20)
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| 			stringForDisplay[charpos] = 'o';
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| 		int playPos = music ? music->getPlayPosition() : 0;
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| 
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| 		printf("\rx:(%s)   3dpos: %.1f %.1f %.1f, playpos:%d:%.2d    ",
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| 			stringForDisplay, pos3d.X, pos3d.Y, pos3d.Z,
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| 			playPos/60000, (playPos%60000)/1000 );
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| 	
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| 		sleepSomeTime();
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| 
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| 		// Handle user input: Every time the user presses a key in the console,
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| 		// play a random sound or exit the application if he pressed ESCAPE.
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| 
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| 		if (kbhit())
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| 		{
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| 			int key = getch();
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| 
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| 			if (key == 27)
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| 				break; // user pressed ESCAPE key
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| 			else
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| 			{
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| 				// Play random sound at some random position.
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| 				// Note that when calling play3D(), no pointer is returned because we didn't
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| 				// specify the sound to start paused or to track it (as we did above
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| 				// with the music), so we also don't need to call drop().
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| 
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| 				vec3df pos(fmodf((float)rand(),radius*2)-radius, 0, 0);
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| 
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| 				const char* filename;
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| 
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| 				if (rand()%2)
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| 					filename = "../../media/bell.wav";
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| 				else
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| 					filename = "../../media/explosion.wav";
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| 
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| 				engine->play3D(filename, pos);
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| 
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| 				printf("\nplaying %s at %.1f %.1f %.1f\n",
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| 					filename, pos.X, pos.Y, pos.Z);
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| 			}
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| 		}
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| 	}
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| 
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| 	// don't forget to release the resources as explained above.
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| 
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| 	if (music)
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| 		music->drop(); // release music stream.
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| 
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| 	engine->drop(); // delete engine
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| 	return 0;
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| }
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