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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_PLUGIN("crystalspace.sndsys.element.loader",
iSndSysLoader),
CS_REQUEST_END))
...
csRef<iLoader> loader = csQueryRegistry<iLoader> (object_reg);
csRef<iSndSysRenderer> sndrdr =
csQueryRegistry<iSndSysRenderer> (object_reg);
if (sndrdr)
{
iSndSysWrapper* w_boom = loader->LoadSoundWrapper (
<sound name>, <sound file>, CS_SND3D_DISABLE);
if (w_boom)
{
csRef<iSoundSource> sndsrc =
w_boom->GetSound()->CreateSource(w_boom->GetStream());
w_boom->GetStream ()->SetLoopState (CS_SNDSYS_STREAM_DONTLOOP);
w_boom->GetStream ()->Unpause();
}
}
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Here is how you can play a looping sound:
csRef<iSndSysRenderer> sndrdr =
csQueryRegistry<iSndSysRenderer> (object_reg);
if (sndrdr)
{
iSndSysWrapper* w_music = loader->LoadSoundWrapper (
<sound name>, <sound file>, CS_SND3D_DISABLE);
if (w_music)
{
w_music->GetStream ()->SetLoopState (CS_SNDSYS_STREAM_LOOP);
w_music->GetStream ()->Unpause();
}
}
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