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/** \file
*
* Standalone example for usage of the internal \c Sound class.
*/
#include <crepe/api/Config.h>
#include <crepe/facade/SoundContext.h>
#include <crepe/facade/Sound.h>
#include <crepe/Asset.h>
#include <crepe/util/Log.h>
#include <thread>
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<Sound *>(_bgm.get());
// Load three short samples (WAV)
auto _sfx1 = sound.clone(Asset{"mwe/audio/sfx1.wav"});
Sound & sfx1 = *dynamic_cast<Sound *>(_sfx1.get());
auto _sfx2 = sound.clone(Asset{"mwe/audio/sfx2.wav"});
Sound & sfx2 = *dynamic_cast<Sound *>(_sfx2.get());
auto _sfx3 = sound.clone(Asset{"mwe/audio/sfx3.wav"});
Sound & sfx3 = *dynamic_cast<Sound *>(_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;
}
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