Mercurial > molko
view examples/example-audio/main.c @ 222:bf7169bb054d
doc: improve
author | David Demelier <markand@malikania.fr> |
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date | Wed, 18 Nov 2020 19:03:47 +0100 |
parents | 23a844fdc911 |
children | 76afe639fd72 |
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/* * example-audio.c -- show how to use sounds and music * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <core/core.h> #include <core/event.h> #include <core/game.h> #include <core/music.h> #include <core/painter.h> #include <core/panic.h> #include <core/sound.h> #include <core/state.h> #include <core/sys.h> #include <core/util.h> #include <core/window.h> #include <ui/label.h> #include <ui/theme.h> #include <ui/ui.h> /* https://freesound.org/people/VABsounds/sounds/423658 */ #include <assets/music/vabsounds-romance.h> #include <assets/sounds/fire.h> #define W 1280 #define H 720 static struct music music; static struct sound sound; static struct label label_music = { .text = "Music: <Space> play, <f> fade in, <s> fade out, <p> pause, <r> resume, <q> stop, <l> loop.", .x = 10, .y = 10, .flags = LABEL_FLAGS_SHADOW }; static struct label label_sound = { .text = "Sound: click anywhere to pop a sound.", .x = 10, .y = 30, .flags = LABEL_FLAGS_SHADOW }; static void init(void) { if (!core_init() || !ui_init()) panic(); if (!window_open("Example - Audio", W, H)) panic(); if (!music_openmem(&music, music_vabsounds_romance, sizeof (music_vabsounds_romance)) || !sound_openmem(&sound, sounds_fire, sizeof (sounds_fire))) panic(); } static void quit(void) { window_finish(); ui_finish(); core_finish(); } static void handle(struct state *st, const union event *ev) { (void)st; switch (ev->type) { case EVENT_CLICKDOWN: if (!sound_play(&sound, -1, 0)) panic(); break; case EVENT_KEYDOWN: switch (ev->key.key) { case KEY_f: music_play(&music, 0, 500); break; case KEY_s: music_stop(500); break; case KEY_p: music_pause(); break; case KEY_r: music_resume(); break; case KEY_q: music_stop(0); break; case KEY_l: music_play(&music, MUSIC_LOOP, 0); break; case KEY_SPACE: music_play(&music, 0, 0); break; default: break; } break; case EVENT_QUIT: game_quit(); break; default: break; } } static void draw(struct state *st) { (void)st; painter_set_color(0x006554ff); painter_clear(); label_draw(&label_music); label_draw(&label_sound); painter_present(); } static void run(void) { struct state state = { .handle = handle, .draw = draw }; game_switch(&state, true); game_loop(); music_finish(&music); sound_finish(&sound); } int main(int argc, char **argv) { (void)argc; (void)argv; init(); run(); quit(); }