/** \file * * Standalone example for usage of the internal \c Sound class. */ #include #include #include #include #include #include using namespace crepe; using namespace std; using namespace std::chrono_literals; using std::make_unique; // Unrelated stuff that is not part of this POC int _ = []() { // Show dbg_trace() output auto & cfg = Config::get_instance(); cfg.log.level = Log::Level::TRACE; return 0; // satisfy compiler }(); int main() { SoundContext ctx{}; Sound sound{ctx}; // Load a background track (Ogg Vorbis) auto _bgm = sound.clone(Asset{"mwe/audio/bgm.ogg"}); Sound & bgm = *dynamic_cast(_bgm.get()); // Load three short samples (WAV) auto _sfx1 = sound.clone(Asset{"mwe/audio/sfx1.wav"}); Sound & sfx1 = *dynamic_cast(_sfx1.get()); auto _sfx2 = sound.clone(Asset{"mwe/audio/sfx2.wav"}); Sound & sfx2 = *dynamic_cast(_sfx2.get()); auto _sfx3 = sound.clone(Asset{"mwe/audio/sfx3.wav"}); Sound & sfx3 = *dynamic_cast(_sfx3.get()); // Start the background track bgm.play(); // Play each sample sequentially while pausing and resuming the background track this_thread::sleep_for(500ms); sfx1.play(); this_thread::sleep_for(500ms); sfx2.play(); bgm.pause(); this_thread::sleep_for(500ms); sfx3.play(); bgm.play(); this_thread::sleep_for(500ms); // Play all samples simultaniously sfx1.play(); sfx2.play(); sfx3.play(); this_thread::sleep_for(1000ms); // Stop all audio and exit return EXIT_SUCCESS; }