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[AUDIO] Add an example of how to use LoadSoundAlias (#3223)
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* Add a function to clone a sound and share data with another sound.

* rename items based on feedback

* PR Feedback, use custom unload for sound alias, not variant of normal sound unloading

* sound_multi example
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JeffM2501 authored Aug 4, 2023
1 parent 601cadb commit 62f5382
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1 change: 1 addition & 0 deletions examples/Makefile
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Expand Up @@ -534,6 +534,7 @@ AUDIO = \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_sound_multi \
audio/audio_stream_effects \
audio/audio_mixed_processor

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87 changes: 87 additions & 0 deletions examples/audio/audio_sound_multi.c
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/*******************************************************************************************
*
* raylib [audio] example - Playing sound multiple times
*
* Example originally created with raylib 4.6
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/

#include "raylib.h"

#define MAX_SOUNDS 10
Sound soundArray[MAX_SOUNDS] = { 0 };
int currentSound;

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;

InitWindow(screenWidth, screenHeight, "raylib [audio] example - playing sound multiple times");

InitAudioDevice(); // Initialize audio device

// load the sound list
soundArray[0] = LoadSound("resources/sound.wav"); // Load WAV audio file into the first slot as the 'source' sound
// this sound owns the sample data
for (int i = 1; i < MAX_SOUNDS; i++)
{
soundArray[i] = LoadSoundAlias(soundArray[0]); // Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
}
currentSound = 0; // set the sound list to the start

SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE))
{
PlaySound(soundArray[currentSound]); // play the next open sound slot
currentSound++; // increment the sound slot
if (currentSound >= MAX_SOUNDS) // if the sound slot is out of bounds, go back to 0
currentSound = 0;

// Note: a better way would be to look at the list for the first sound that is not playing and use that slot
}

//----------------------------------------------------------------------------------

// Draw
//----------------------------------------------------------------------------------
BeginDrawing();

ClearBackground(RAYWHITE);

DrawText("Press SPACE to PLAY a WAV sound!", 200, 180, 20, LIGHTGRAY);

EndDrawing();
//----------------------------------------------------------------------------------
}

// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 1; i < MAX_SOUNDS; i++)
UnloadSoundAlias(soundArray[i]); // Unload sound aliases
UnloadSound(soundArray[0]); // Unload source sound data

CloseAudioDevice(); // Close audio device

CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

return 0;
}
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