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#include "xe_sound.hpp"
#include <vector>
#include <stdexcept>
#include <iostream>
namespace xe {
XeSound::XeSound(const std::string& filename) {
// ALvoid *data;
// ALsizei size, freq;
// ALenum format;
// ALboolean loop;
// char *bufferData;
alutInit(0, NULL);
std::cout << std::hex << alutGetError() << "\n";
buffer = alutCreateBufferFromFile(filename.c_str());
std::cout << std::hex << alutGetError() << "\n";
alGenSources(1, &source);
alSourcef(source, AL_GAIN, 1.f);
alSourcef(source, AL_PITCH, 1.f);
alSource3f(source, AL_POSITION, 0, 0, 0);
alSource3f(source, AL_VELOCITY, 0, 0, 0);
alSourcei(source, AL_LOOPING, AL_FALSE);
alSourcei(source, AL_BUFFER, buffer);
}
XeSound::~XeSound() {
alDeleteSources(1, &source);
alDeleteBuffers(1, &buffer);
alutExit();
}
void XeSound::play() {
stop();
alSourcePlay(source);
};
void XeSound::stop() {
alSourceStop(source);
};
void XeSound::pause() {
alSourcePause(source);
};
void XeSound::resume() {
alSourcePlay(source);
};
bool XeSound::isPlaying() {
ALint playing;
alGetSourcei(source, AL_SOURCE_STATE, &playing);
return playing == AL_PLAYING;
};
void XeSound::setPosition(glm::vec3 position) {
alSource3f(source, AL_POSITION, position.x, position.y, position.z);
};
void XeSound::setLooping(bool looping) {
alSourcei(source, AL_LOOPING, looping ? 1 : 0);
};
}
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