AudioPlay

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Loading sound and music files. Trigger them when needed. SWEngine api provides sound fuct for sound management.

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audioID=swAudioCreate("test.mp3",true);

Control...

swAudioPlay(audioID);

Api Docs
SwEngine, swInput, swGraphics, swAudio, swApplication


Source Code

#include "../../include/SWEngine.h"
#pragma comment (lib,"../../lib/SWCore.lib")    
#pragma comment (lib,"../../lib/SWEngine.lib")    
 
swApplication audioPlayApp;
swKeyboardState keybState;
int audioID=-1;
 
//-------------------------------------------------------------------------------------------
void GameLoop(){ 
 
	//Input Handling
	swInputListenKeyboard(&keybState);
	if(keybState.keyESCAPE){
		swEngineExit();
	}
 
 
	if(keybState.keyE)
		swAudioStop(audioID);
 
	//Process Input 
	//Process System & AI
	//Rendering
}
 
 
//-------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{ 
	//Application Settings
	audioPlayApp.hInstance=hInstance;
	audioPlayApp.fullScreen=false;
	audioPlayApp.cursor=true;
	audioPlayApp.width=800;
	audioPlayApp.height=600;
	audioPlayApp.title="Audio Play";
	audioPlayApp.path="\\rsc\\AudioPlay\\";
	audioPlayApp.appRun=GameLoop;
 
	//Application Execution
	swEngineInit(&audioPlayApp);
 
	//Init My Application
	audioID=swAudioCreate("test.mp3",true);	
	swAudioPlay(audioID);
 
	swEngineRun();
	swEngineExit();
 
	return 0;
}
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