- //
- // Lol Engine — Sound tutorial
- //
- // Copyright © 2011—2016 Sam Hocevar <sam@hocevar.net>
- //
- // Lol Engine is free software. It comes without any warranty, to
- // the extent permitted by applicable law. You can redistribute it
- // and/or modify it under the terms of the Do What the Fuck You Want
- // to Public License, Version 2, as published by the WTFPL Task Force.
- // See http://www.wtfpl.net/ for more details.
- //
-
- #if HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <lol/engine.h>
-
- #include <functional>
-
- using namespace lol;
-
- class sound_demo : public WorldEntity
- {
- public:
- sound_demo()
- {
- for (auto &val : m_streams)
- val = -1;
-
- m_text = new Text("SPACE for sine wave, Left Click for white noise",
- "data/font/ascii.png");
- m_text->SetPos(vec3(5, 5, 1));
- Ticker::Ref(m_text);
- }
-
- ~sound_demo()
- {
- Ticker::Unref(m_text);
- }
-
- void synth(int mode, void *buf, int bytes)
- {
- uint16_t *stream = (uint16_t *)buf;
- for (int i = 0; i < bytes / 2; ++i)
- {
- switch (mode)
- {
- case 0: // sine wave
- stream[i] = 400 * lol::sin(12 * i * F_TAU / bytes);
- break;
- case 1: // white noise
- stream[i] = lol::rand(-120, 120);
- break;
- }
- }
- }
-
- virtual void tick_game(float seconds)
- {
- WorldEntity::tick_game(seconds);
-
- auto mouse = input::mouse();
- auto keyboard = input::keyboard();
-
- for (int i = 0; i < 2; ++i)
- {
- if (i == 0 && !keyboard->key_pressed(input::key::SC_Space))
- continue;
- if (i == 1 && !mouse->button_pressed(input::button::BTN_Left))
- continue;
-
- if (m_streams[i] < 0)
- {
- auto f = std::bind(&sound_demo::synth, this, i,
- std::placeholders::_1,
- std::placeholders::_2);
- m_streams[i] = audio::start_streaming(f);
- }
- else
- {
- audio::stop_streaming(m_streams[i]);
- m_streams[i] = -1;
- }
- }
- }
-
- virtual void tick_draw(float seconds, Scene &scene)
- {
- WorldEntity::tick_draw(seconds, scene);
- }
-
- private:
- int m_streams[2];
- Text *m_text;
- };
-
- int main(int argc, char **argv)
- {
- sys::init(argc, argv);
-
- Application app("Tutorial 9: Sound", ivec2(640, 480), 60.0f);
- new sound_demo();
- app.Run();
-
- return EXIT_SUCCESS;
- }
-
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