[2777] | 1 | #include <stdio.h> |
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| 2 | #include <stdlib.h> |
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| 3 | #include "SDL.h" |
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| 4 | #include "SDL_mixer.h" |
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| 5 | |
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| 6 | /* Mix_Chunk is like Mix_Music, only it's for ordinary sounds. */ |
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| 7 | Mix_Chunk *phaser = NULL; |
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| 8 | |
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| 9 | /* Every sound that gets played is assigned to a channel. Note that |
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| 10 | this is different from the number of channels you request when you |
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| 11 | open the audio device; a channel in SDL_mixer holds information |
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| 12 | about a sound sample that is playing, while the number of channels |
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| 13 | you request when opening the device is dependant on what sort of |
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| 14 | sound you want (1 channel = mono, 2 = stereo, etc) */ |
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| 15 | int phaserChannel = -1; |
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| 16 | |
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| 17 | void handleKey(SDL_KeyboardEvent key); |
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| 18 | |
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| 19 | int main(void) { |
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| 20 | |
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| 21 | SDL_Surface *screen; |
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| 22 | SDL_Event event; |
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| 23 | int done = 0; |
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| 24 | |
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| 25 | /* Same setup as before */ |
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| 26 | int audio_rate = 22050; |
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| 27 | Uint16 audio_format = AUDIO_S16; |
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| 28 | int audio_channels = 2; |
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| 29 | int audio_buffers = 4096; |
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| 30 | |
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| 31 | SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); |
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| 32 | |
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| 33 | if(Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers)) { |
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| 34 | printf("Unable to open audio!\n"); |
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| 35 | exit(1); |
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| 36 | } |
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| 37 | |
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| 38 | /* We're going to pre-load the sound effects that we need right here |
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| 39 | */ |
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| 40 | phaser = Mix_LoadWAV("phaser.wav"); |
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| 41 | |
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| 42 | screen = SDL_SetVideoMode(320, 240, 0, 0); |
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| 43 | |
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| 44 | while(!done) { |
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| 45 | while(SDL_PollEvent(&event)) { |
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| 46 | switch(event.type) { |
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| 47 | case SDL_QUIT: |
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| 48 | done = 1; |
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| 49 | break; |
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| 50 | case SDL_KEYDOWN: |
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| 51 | case SDL_KEYUP: |
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| 52 | handleKey(event.key); |
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| 53 | break; |
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| 54 | } |
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| 55 | } |
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| 56 | SDL_Delay(50); |
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| 57 | |
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| 58 | } |
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| 59 | |
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| 60 | Mix_CloseAudio(); |
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| 61 | SDL_Quit(); |
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| 62 | |
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| 63 | } |
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| 64 | |
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| 65 | void handleKey(SDL_KeyboardEvent key) { |
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| 66 | switch(key.keysym.sym) { |
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| 67 | case SDLK_p: |
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| 68 | |
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| 69 | /* We're going to have the phaser continually fire as long as |
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| 70 | the user is holding the button down */ |
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| 71 | if(key.type == SDL_KEYDOWN) { |
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| 72 | |
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| 73 | if(phaserChannel < 0) { |
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| 74 | |
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| 75 | /* Mix_PlayChannel takes, as its arguments, the channel that |
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| 76 | the given sound should be played on, the sound itself, and |
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| 77 | the number of times it should be looped. If you don't care |
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| 78 | what channel the sound plays on, just pass in -1. Looping |
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| 79 | works like Mix_PlayMusic. This function returns the channel |
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| 80 | that the sound was assigned to, which you'll need later. */ |
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| 81 | phaserChannel = Mix_PlayChannel(-1, phaser, -1); |
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| 82 | |
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| 83 | } |
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| 84 | } else { |
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| 85 | /* Mix_HaltChannel stops a certain channel from playing - this |
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| 86 | is one of the reasons we kept track of which channel the |
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| 87 | phaser had been assigned to */ |
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| 88 | Mix_HaltChannel(phaserChannel); |
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| 89 | |
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| 90 | phaserChannel = -1; |
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| 91 | } |
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| 92 | break; |
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| 93 | } |
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| 94 | } |
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