158 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// This example will show how to override file access with irrKlang.
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// This is useful if you want to read sounds from other sources than
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// just files, for example from custom internet streams or 
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// an own encypted archive format.
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// lets start: include irrKlang headers and other input/output stuff
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// needed to print and get user input from the console.
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#if defined(WIN32)
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#include <conio.h>
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#else
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#include "../common/conio.h"
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#endif
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#include <string.h>
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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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#pragma comment(lib, "irrKlang.lib") // link with irrKlang.dll
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// To start, we need to implement the class IFileFactory, which irrKlang uses
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// to open files. The interface consists only of one single method named 
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// createFileReader(const ik_c8* filename). In this method, we create return 
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// our own file access class and return it:
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// a class implementing the IFileFactory interface to override irrklang file access
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class CMyFileFactory : public IFileFactory
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{
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public:
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	//! Opens a file for read access. Simply return 0 if file not found.
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	virtual IFileReader* createFileReader(const ik_c8* filename)
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	{
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		printf("MyFileFactory: open file %s\n", filename);
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		FILE* file = fopen(filename, "rb");
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		if (!file)
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			return 0;
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		return new CMyReadFile(file, filename);
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	}
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protected:
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	// To write our own file access methods returned in the method above,
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	// we only need to implement the IFileReader interface, which has some
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	// standard methods like read(), seek(), getPos() etc. In this example
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	// we simply use fopen, fread, fseek etc and print to the console 
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	// when we are reading or seeking:
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	// an own implementation of IReadFile to overwrite read access to files 
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	class CMyReadFile : public IFileReader
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	{
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	public:
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		// constructor, store size of file and filename
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		CMyReadFile(FILE* openedFile, const ik_c8* filename)
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		{
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			File = openedFile;
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			strcpy(Filename, filename);
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			// get file size
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			fseek(File, 0, SEEK_END);
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			FileSize = ftell(File);
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			fseek(File, 0, SEEK_SET);
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		}
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		~CMyReadFile()
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		{
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			fclose(File);
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		}
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		//! reads data, returns how much was read
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		ik_s32 read(void* buffer, ik_u32 sizeToRead)
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		{
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			printf("CMyReadFile: read %d bytes\n", sizeToRead);
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			return (ik_s32)fread(buffer, 1, sizeToRead, File);
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		}
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		//! changes position in file, returns true if successful
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		bool seek(ik_s32 finalPos, bool relativeMovement)
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		{
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			printf("CMyReadFile: seek to position %d\n", finalPos);
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			return fseek(File, finalPos, relativeMovement ? SEEK_CUR : SEEK_SET) == 0;
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		}
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		//! returns size of file
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		ik_s32 getSize()
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		{
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			return FileSize;
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		}
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		//! returns where in the file we are.
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		ik_s32 getPos()
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		{
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			return ftell(File);
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		}
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		//! returns name of file
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		const ik_c8* getFileName()
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		{
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			return Filename;
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		}
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		FILE* File;
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		char Filename[1024];
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		ik_s32 FileSize;
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	}; // end class CMyReadFile
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}; // end class CMyFileFactory
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// The main work is done, the only thing missing is to start up the 
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// sound engine and tell it to use the created FileFactory for file access:
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// irrKlang 3D sound engine example 04, 
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// demonstrating how to override file access of irrKlang
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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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	if (!engine)
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		return 0; // error starting up the engine
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	// create an instance of the file factory and let
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	// irrKlang know about it. irrKlang will drop() the
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	// factory itself if it doesn't need it any longer.
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	CMyFileFactory* factory = new CMyFileFactory();
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	engine->addFileFactory(factory);
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	factory->drop(); // we don't need it anymore, delete it
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	// that's it, play some sounds with our overriden
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	// file access methods:
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	printf("\nDemonstrating file access overriding.\n");
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	printf("Press any key to start playing sounds, then press escape to cancel\n");
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	getch();
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	engine->play2D("../../media/getout.ogg", true);
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	while(true) // endless loop until user exits
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	{
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		// play some wave sound
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		engine->play2D("../../media/explosion.wav");
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		if (getch() == 27)
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			break; // user pressed ESCAPE key, cancel
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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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