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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// 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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// 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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#pragma comment(lib, "irrKlang.lib") // link with irrKlang.dll
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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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if (!engine)
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return 0; // error starting up the engine
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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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ISound* music = engine->play3D("../../media/ophelia.mp3",
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vec3df(0,0,0), true, false, true);
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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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if (music)
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music->setMinDistance(5.0f);
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// Print some help text and start the display loop
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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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printf("+ = Listener position\n");
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printf("o = Playing sound\n");
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float posOnCircle = 0;
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const float radius = 5;
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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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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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// 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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engine->setListenerPosition(vec3df(0,0,0), vec3df(0,0,1));
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if (music)
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music->setPosition(pos3d);
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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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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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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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sleepSomeTime();
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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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if (kbhit())
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{
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int key = getch();
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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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vec3df pos(fmodf((float)rand(),radius*2)-radius, 0, 0);
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const char* filename;
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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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engine->play3D(filename, pos);
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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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// don't forget to release the resources as explained above.
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if (music)
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music->drop(); // release music stream.
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engine->drop(); // delete engine
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return 0;
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}
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