本文整理汇总了C++中CAudioManager::LoadFile方法的典型用法代码示例。如果您正苦于以下问题:C++ CAudioManager::LoadFile方法的具体用法?C++ CAudioManager::LoadFile怎么用?C++ CAudioManager::LoadFile使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CAudioManager
的用法示例。
在下文中一共展示了CAudioManager::LoadFile方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: TagToString
//=====================================================================================
// JS: Sound Buffer: An AL buffer dedicated to one sound
// SoundBUF are managed by CAudioManager in a buffer cache. Do not delete them.
//=====================================================================================
CSoundBUF::CSoundBUF(Tag t, char *nf)
{ CAudioManager *snd = globals->snd;
user = 1;
idn = t;
offset = 0;
nfile = 0;
alSRC = 0;
TagToString(itag,t);
ALuint buf;
alGenBuffers(1,&buf);
alBUF = buf;
snd->Check();
snd->LoadFile(this,nf);
snd->IncBUF();
gain = 1;
pMin = 1;
pMax = 1;
}
示例2: WinMain
//.........这里部分代码省略.........
else{
pLog->Log(cfg.GameObjectFile + " (objects file) was loaded successfully!");
for(int i = 0; i < gameData.m_catalog.GetTableSize();++i){
pLog->Log("object", gameData.m_catalog.GetTerm(i, 0), gameData.m_catalog.GetTerm(i, 2));
}
}
gTimerKey.Initialize();
gTimerKey.ResetTimer();
mouse.SetHandle(hWnd);
gTimerFPS.Initialize();
//game timer for update
CTimer timerGame;
timerGame.Initialize();
//define events for changing game states
//*************************************************************************
//g_pStateIntro->AddTransitionEvent(EVENT_GO_PLAY1, g_pStatePlay1);
//g_pStatePlay1->AddTransitionEvent(EVENT_GO_CREDITS, g_pStateCredits);
g_pStateIntro->AddTransitionEvent(EVENT_GO_MAIN, g_pStateMain);
g_pStateMain->AddTransitionEvent(EVENT_GO_PLAY1, g_pStatePlay1);
g_pStateMain->AddTransitionEvent(EVENT_GO_HELP, g_pStateHelp);
g_pStateMain->AddTransitionEvent(EVENT_GO_CREDITS, g_pStateCredits);
g_pStatePlay1->AddTransitionEvent(EVENT_GO_MAIN, g_pStateMain);
g_pStateHelp->AddTransitionEvent(EVENT_GO_MAIN, g_pStateMain);
g_pStateCredits->AddTransitionEvent(EVENT_GO_QUIT, g_pStateQuit);
g_pCurrent = g_pStateIntro;
//************************************** S O U N D ************************
//initialize sound manager
//audio setup
CAudioManager *pAudio = CAudioManager::Instance();
pAudio->LoadFile("assets\\data\\sounds.dat");
//load sound asset file
pAudio->LoadFile(cfg.SoundAssetFile);
/*
if(pAudio->LoadFile(cfg.SoundAssetFile) == false){
pLog->Log("Failure loading " + cfg.GamePlayAssetFile);//assets.dat audio files!");
::MessageBox(hWnd,"Failed to load assets.dat audio files!", "Error", 0);
}
else
pLog->Log(cfg.GamePlayAssetFile + " (audio) was loaded successfully!");
*/
/*
if(pAudio->IsValidSound() == true)
pLog->Log("Audio system initialized (size)", pAudio->Size());
else
pLog->Log("Audio failure!");
*/
//log all audio files
if(cfg.LogDebugInfo == true){
pLog->Log("************************** Audio Files Loaded **************");
// for(int i = 0; i < pAudio->Size(); i++){
// pLog->Log(pAudio->GetFilename(i));
// }
pLog->Log("");
}
// enter the main loop
//************************************** M A I N L O O P *****************
MSG msg;
pLog->Log("Entering Main Control Loop");
float timeDiff = 0.0f;
g_pCurrent->Activate(gameData, cfg, con);