分类:
2010-01-05 12:59:59
// 我们需要的最大的数据缓冲.
#define NUM_BUFFERS 3
// 我们需要放三种声音.
#define NUM_SOURCES 3
// 缓冲和源标志.
#define BATTLE 0
#define GUN1 1
#define GUN2 2
// 存储声音数据.
ALuint Buffers[NUM_BUFFERS];
// 用于播放声音.
ALuint Sources[NUM_SOURCES];
// 源声音的位置.
ALfloat SourcesPos[NUM_SOURCES][3];
// 源声音的速度.
ALfloat SourcesVel[NUM_SOURCES][3];
// 听者的位置.
ALfloat ListenerPos[] = { 0.0, 0.0, 0.0 };
// 听者的速度.
ALfloat ListenerVel[] = { 0.0, 0.0, 0.0 };
// 听者的方向 (first 3 elements are "at", second 3 are "up")
ALfloat ListenerOri[] = { 0.0, 0.0, -1.0, 0.0, 1.0, 0.0 };
在这一章中,唯一的不同是多了3种将导入Openal系统的不同的声音效果 。
ALboolean LoadALData()
{
// 载入变量.
ALenum format;
ALsizei size;
ALvoid* da
ALsizei freq;
ALboolean loop;
// 载入WAV数据.
alGenBuffers(NUM_BUFFERS, Buffers);
if (alGetError() != AL_NO_ERROR)
return AL_FALSE;
alutLoadWAVFile("wavdata/Battle.wav", &format, &da
alBufferData(Buffers[BATTLE], format, da
alutUnloadWAV(format, da
alutLoadWAVFile("wavdata/Gun1.wav", &format, &da
alBufferData(Buffers[GUN1], format, da
alutUnloadWAV(format, da
alutLoadWAVFile("wavdata/Gun2.wav", &format, &da
alBufferData(Buffers[GUN2], format, da
alutUnloadWAV(format, da
// 捆绑源.
alGenSources(NUM_SOURCES, Sources);
if (alGetError() != AL_NO_ERROR)
return AL_FALSE;
alSourcei (Sources[BATTLE], AL_BUFFER, Buffers[BATTLE] );
alSourcef (Sources[BATTLE], AL_PITCH, 1.0 );
alSourcef (Sources[BATTLE], AL_GAIN, 1.0 );
alSourcefv(Sources[BATTLE], AL_POSITION, SourcePos[BATTLE]);
alSourcefv(Sources[BATTLE], AL_VELOCITY, SourceVel[BATTLE]);
alSourcei (Sources[BATTLE], AL_LOOPING, AL_TRUE );
alSourcei (Sources[GUN1], AL_BUFFER, Buffers[GUN1] );
alSourcef (Sources[GUN1], AL_PITCH, 1.0 );
alSourcef (Sources[GUN1], AL_GAIN, 1.0 );
alSourcefv(Sources[GUN1], AL_POSITION, SourcePos[GUN1]);
alSourcefv(Sources[GUN1], AL_VELOCITY, SourceVel[GUN1]);
alSourcei (Sources[GUN1], AL_LOOPING, AL_FALSE );
alSourcei (Sources[GUN2], AL_BUFFER, Buffers[GUN2] );
alSourcef (Sources[GUN2], AL_PITCH, 1.0 );
alSourcef (Sources[GUN2], AL_GAIN, 1.0 );
alSourcefv(Sources[GUN2], AL_POSITION, SourcePos[GUN2]);
alSourcefv(Sources[GUN2], AL_VELOCITY, SourceVel[GUN2]);
alSourcei (Sources[GUN2], AL_LOOPING, AL_FALSE );
// 做错误检测并返回
if( alGetError() != AL_NO_ERROR)
return AL_FALSE;
return AL_TRUE;
}
首先,我们导入文件数据到3个缓冲区,然后把3个缓冲区和3个源锁在
一起。唯一的不同是文件“battle.wav”在不停止时循环。
void SetListenervalues()
{
alListenerfv(AL_POSITION, ListenerPos);
alListenerfv(AL_VELOCITY, ListenerVel);
alListenerfv(AL_ORIENTATION, ListenerOri);
}
void KillALData()
{
alDeleteBuffers(NUM_BUFFERS, &Buffers[0]);
alDeleteSources(NUM_SOURCES, &Sources[0]);
alutExit();
}
在这段代码中,我们没有改变。
int main(int argc, char *argv[])
{
// Initialize OpenAL and clear the error bit.
alutInit(NULL, 0);
alGetError();
// Load the wav da
if (LoadALData() == AL_FALSE)
return 0;
SetListenervalues();
// Setup an exit procedure.
atexit(KillALData);
// Begin the battle sample to play.
alSourcePlay(Sources[BATTLE]);
// Go through all the sources and check that they are playing.
// Skip the first source because it is looping anyway (will always be playing).
ALint play;
while (!kbhit())
{
for (int i = 1; i < NUM_SOURCES; i++)
{
alGetSourcei(Sources[i], AL_SOURCE_STATE, &play);
if (play != AL_PLAYING)
{
// Pick a random position around the listener to play the source.
double theta = (double) (rand() % 360) * 3.14 / 180.0;
SourcePos[i][0] = -float(cos(theta));
SourcePos[i][1] = -float(rand()%2);
SourcePos[i][2] = -float(sin(theta));
alSourcefv(Sources[i], AL_POSITION, SourcePos[i] );
alSourcePlay(Sourcev[i]);
}
}
}