AudioPlay
From SWWorkshop
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; }
