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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_LOOP); sndstream->Unpause (); |
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