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You can create more than one source to have the same sound played multiple times at the same time. For instance if you have a shooting sound and you want your players to shoot at the same time and have the correct number of shooting sounds.
#include "isndsys/ss_source.h"
#include "isndsys/ss_loader.h"
#include "isndsys/ss_renderer.h"
#include "isndsys/ss_manager.h"
#include "imap/loader.h"
...
if (!csInitializer::RequestPlugins(object_reg,
...
CS_REQUEST_PLUGIN("crystalspace.sndsys.renderer.software",
iSndSysRenderer),
CS_REQUEST_LEVELLOADER),
CS_REQUEST_END))
...
csRef<iLoader> loader = csQueryRegistry<iLoader> (GetObjectRegistry());
if (!loader) ReportError("Failed to locate Loader!");
csRef<iSndSysRenderer> sndrenderer = csQueryRegistry<iSndSysRenderer> (GetObjectRegistry());
if (!sndrenderer) ReportError("Failed to locate Sound renderer!");
csRef<iSndSysWrapper> w_boom = loader->LoadSoundWrapper("buzz","/lib/std/loopbzzt.wav");
if(!w_boom) ReportError("No Wrapper");
csRef<iSndSysData> snddata = w_boom->GetData();
if(!snddata) ReportError("No Sound Data");
csRef<iSndSysStream> sndstream = sndrenderer->CreateStream (snddata, CS_SND3D_ABSOLUTE);
if(!sndstream) ReportError("No Stream");
sndstream->SetLoopState (CS_SNDSYS_STREAM_DONTLOOP);
sndstream->Unpause ();
csRef<iSndSysSource> sndsrc = sndrenderer->CreateSource (sndstream);
if(!sndsrc)ReportError("No Source");
sndsrc->SetVolume( 1.0 );
|
Here is how you can specify a looping sound:
sndstream->SetLoopState (CS_SNDSYS_STREAM_DONTLOOP); sndstream->Unpause (); |
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