本文整理匯總了C++中FMOD_System_Init函數的典型用法代碼示例。如果您正苦於以下問題:C++ FMOD_System_Init函數的具體用法?C++ FMOD_System_Init怎麽用?C++ FMOD_System_Init使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了FMOD_System_Init函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: FMOD_System_Create
FMOD_SYSTEM *Sound::fmodSetup() {
FMOD_SYSTEM *system;
FMOD_RESULT result;
unsigned int version;
int numDrivers;
FMOD_SPEAKERMODE speakerMode;
FMOD_CAPS caps;
char name[256];
result = FMOD_System_Create(&system);
FMODErrorCheck(result);
result = FMOD_System_GetVersion(system, &version);
FMODErrorCheck(result);
result = FMOD_System_GetNumDrivers(system, &numDrivers);
FMODErrorCheck(result);
if (numDrivers == 0) {
result = FMOD_System_SetOutput(system, FMOD_OUTPUTTYPE_NOSOUND);
FMODErrorCheck(result);
}
else {
result = FMOD_System_GetDriverCaps(system, 0, &caps, 0, &speakerMode);
FMODErrorCheck(result);
result = FMOD_System_SetSpeakerMode(system, speakerMode);
FMODErrorCheck(result);
if (caps & FMOD_CAPS_HARDWARE_EMULATED) {
result = FMOD_System_SetDSPBufferSize(system, 1024, 10);
FMODErrorCheck(result);
}
result = FMOD_System_GetDriverInfo(system, 0, name, 256, 0);
FMODErrorCheck(result);
if (strstr(name, "SigmaTel")) {
result = FMOD_System_SetSoftwareFormat(system, 48000, FMOD_SOUND_FORMAT_PCMFLOAT, 0, 0,
FMOD_DSP_RESAMPLER_LINEAR);
FMODErrorCheck(result);
}
}
result = FMOD_System_Init(system, 100, FMOD_INIT_NORMAL, 0);
if (result == FMOD_ERR_OUTPUT_CREATEBUFFER) {
result = FMOD_System_SetSpeakerMode(system, FMOD_SPEAKERMODE_STEREO);
FMODErrorCheck(result);
result = FMOD_System_Init(system, 100, FMOD_INIT_NORMAL, 0);
}
FMODErrorCheck(result);
return system;
}
示例2: CreateGame
Sgame CreateGame(int id_map) {
Sgame game;
/* Creation du hero */
Shero Heros = CreateHero(POSITION_DEPART_HEROS_X, POSITION_DEPART_HEROS_Y,id_map,"sasha",PARQUET,DIRECTION_DEPART_HEROS);
game.hero= Heros;
/* Demarrage du son */
FMOD_SYSTEM *system;
FMOD_SOUND *son;
FMOD_System_Create(&system);
FMOD_System_Init(system, 7, FMOD_INIT_NORMAL, NULL);
FMOD_System_CreateSound(system, "data/music/Menutheme.mp3", FMOD_2D | FMOD_CREATESTREAM | FMOD_LOOP_NORMAL, 0, &son);
FMOD_Sound_SetLoopCount(son, -1);
FMOD_System_PlaySound(system, son, NULL, 0, NULL);
game.pokedex[9]=game.hero.pokemon[0];
game.pokedex[9].vu=1;
game.son = son;
game.system = system;
game.scenario=0;
/* Ajout des personnages non jouables du jeu */
addNpc(&game);
return game;
}
示例3: sound_initialize
int sound_initialize(void)
{
if (FMOD_System_Create(&_system) != FMOD_OK) return -1;
if (FMOD_System_Init(_system, 2, FMOD_INIT_NORMAL | FMOD_IGNORETAGS, 0) != FMOD_OK) return -1;
return 0;
}
示例4: id_gen
SoundSystem::SoundSystem() : id_gen(1), remote_head(0), sys(0) {
#ifdef USE_FMOD
FMOD_RESULT r;
r = FMOD_System_Create(&sys);
FMOD_ERRCHECK(r);
unsigned int version;
r = FMOD_System_GetVersion(sys, &version);
FMOD_ERRCHECK(r);
if(version < FMOD_VERSION ){
print("Error! You are using an old version of FMOD %08x. This program requires %08x\n", version, FMOD_VERSION);
return;
}
r = FMOD_System_Init( sys, 32, FMOD_INIT_NORMAL, NULL );
FMOD_ERRCHECK(r);
#endif
#ifdef USE_UNTZ
UNTZ::System::initialize( 44100, 512, 0 );
#endif
#ifdef USE_OPENAL
if(alutInit(0,NULL)==AL_FALSE) {
print("alutInit failed! error:%s", alutGetErrorString(alutGetError()));
assert(false);
} else {
print("alutInit success!");
}
#endif
for(int i=0;i<elementof(sounds);i++) sounds[i] = NULL;
}
示例5: FMOD_System_Create
// this should only be called once per device
void ofMultiDeviceSoundPlayer::initializeFmodWithTargetDevice(int deviceIndex)
{
if(!sys_Array_init[deviceIndex]){
FMOD_System_Create(&sys_Array[deviceIndex]);
int driverNum;
FMOD_System_GetNumDrivers(sys_Array[deviceIndex], &driverNum);
for(int i=0; i<driverNum; i++)
{
char name[256];
FMOD_System_GetDriverName(sys_Array[deviceIndex], i, name, 256);
printf("%d : %s\n", i, name);
}
FMOD_System_SetDriver(sys_Array[deviceIndex], deviceIndex);
FMOD_System_Init(sys_Array[deviceIndex], 2000, FMOD_INIT_NORMAL, NULL); //do we want just 32 channels?
FMOD_System_GetMasterChannelGroup(sys_Array[deviceIndex], &channel_Array[deviceIndex]);
sys_Array_init[deviceIndex] = true;
}
}
示例6: FMOD_System_Create
void Audio::init(){
FMOD_RESULT result = FMOD_System_Create(&System);
if(result == FMOD_OK){
FMOD_System_Init(System, 100, 0, NULL);
}
}
示例7: fmode
void fmode(void)
{
FMOD_SYSTEM *system;
FMOD_SOUND *musique;
FMOD_CHANNEL *channel;
FMOD_RESULT resultat;
char *str;
str = "./graphic/Martin Garrix - Animals.mp3";
FMOD_System_Create(&system);
FMOD_System_Init(system, 2, FMOD_INIT_NORMAL, NULL);
resultat = FMOD_System_CreateSound(system, str, FMOD_SOFTWARE
| FMOD_2D | FMOD_CREATESTREAM, 0, &musique);
if (resultat != FMOD_OK)
{
my_printf(2, "Cannot find ");
my_printf(2, "%s", str);
my_printf(2, ", put this file next to the executable 'corewar'");
write(2, "\n", 1);
}
else
{
FMOD_Sound_SetLoopCount(musique, -1);
FMOD_System_GetChannel(system, 9, &channel);
FMOD_System_PlaySound(system, FMOD_CHANNEL_FREE, musique, 0, NULL);
}
}
示例8: sound_manager_alloc
int sound_manager_alloc(sound_manager** target) {
if (target == NULL) {
debug_critical("[sound_manager_alloc] target cannot be NULL");
return 0;
}
if (*target != NULL) {
debug_warning("[sound_manager_alloc] target points to a non NULL handle, possible memory leak");
}
*target = h_malloc(sizeof(sound_manager));
sound_manager* this = *target;
this->system_handle = NULL;
if (FMOD_System_Create(&this->system_handle) != FMOD_OK) {
debug_critical("[sound_manager_alloc] FMOD failed to allocate sound system");
h_free(*target);
*target = NULL;
return 0;
}
if (FMOD_System_Init(this->system_handle, HUNTER_SOUND_MANAGER_CHANNELS, 0, NULL) != FMOD_OK) {
debug_critical("[sound_manager_alloc] failed to initialize sound system");
h_free(*target);
*target = NULL;
return 0;
}
return 1;
}
示例9: FMOD_System_Create
void QSPCallBacks::Init(QSPFrame *frame)
{
m_frame = frame;
m_volumeCoeff = 1.0;
FMOD_System_Create(&m_sys);
wxString soundPath(QSPTools::GetAppPath() + QSP_SOUNDPLUGINS);
FMOD_System_SetPluginPath(m_sys, wxConvFile.cWX2MB(soundPath.c_str()));
#ifdef __WXMSW__
FMOD_System_SetOutput(m_sys, FMOD_OUTPUTTYPE_DSOUND);
#elif __WXOSX__
FMOD_System_SetOutput(m_sys, FMOD_OUTPUTTYPE_COREAUDIO);
#else
FMOD_System_SetOutput(m_sys, FMOD_OUTPUTTYPE_ALSA);
#endif
FMOD_System_Init(m_sys, 32, FMOD_INIT_NORMAL, 0);
QSPSetCallBack(QSP_CALL_SETTIMER, (QSP_CALLBACK)&SetTimer);
QSPSetCallBack(QSP_CALL_REFRESHINT, (QSP_CALLBACK)&RefreshInt);
QSPSetCallBack(QSP_CALL_SETINPUTSTRTEXT, (QSP_CALLBACK)&SetInputStrText);
QSPSetCallBack(QSP_CALL_ISPLAYINGFILE, (QSP_CALLBACK)&IsPlay);
QSPSetCallBack(QSP_CALL_PLAYFILE, (QSP_CALLBACK)&PlayFile);
QSPSetCallBack(QSP_CALL_CLOSEFILE, (QSP_CALLBACK)&CloseFile);
QSPSetCallBack(QSP_CALL_SHOWMSGSTR, (QSP_CALLBACK)&Msg);
QSPSetCallBack(QSP_CALL_SLEEP, (QSP_CALLBACK)&Sleep);
QSPSetCallBack(QSP_CALL_GETMSCOUNT, (QSP_CALLBACK)&GetMSCount);
QSPSetCallBack(QSP_CALL_SHOWMENU, (QSP_CALLBACK)&ShowMenu);
QSPSetCallBack(QSP_CALL_INPUTBOX, (QSP_CALLBACK)&Input);
QSPSetCallBack(QSP_CALL_SHOWIMAGE, (QSP_CALLBACK)&ShowImage);
QSPSetCallBack(QSP_CALL_SHOWWINDOW, (QSP_CALLBACK)&ShowPane);
QSPSetCallBack(QSP_CALL_OPENGAME, (QSP_CALLBACK)&OpenGame);
QSPSetCallBack(QSP_CALL_OPENGAMESTATUS, (QSP_CALLBACK)&OpenGameStatus);
QSPSetCallBack(QSP_CALL_SAVEGAMESTATUS, (QSP_CALLBACK)&SaveGameStatus);
}
示例10: fmod_Init
OBJECT_ID fmod_Init(VM_ID vm,TUPLE_ID locals,TUPLE_ID kw_locals)
{
object *self = GetItem((object*)locals,0);
unsigned int version;
FMOD_SYSTEM *fmod_sys;
FMOD_RESULT result;
result = FMOD_System_Create(&fmod_sys);
ERRCHECK(result);
result = FMOD_System_GetVersion(fmod_sys, &version);
ERRCHECK(result);
if (version < FMOD_VERSION)
{
printf("Error! You are using an old version of FMOD %08x. This program requires %08x\n", version, FMOD_VERSION);
return 0;
}
result = FMOD_System_Init(fmod_sys, 32, FMOD_INIT_NORMAL, NULL);
ERRCHECK(result);
unicode_object *sys = CreateUnicodeObject(str_Copy("__fmod_sys__"));
tag_object *tag = CreateTagObject(fmod_sys);
SetAttribute(self,sys,tag);
object *tmp =CreateEmptyObject(TYPE_NONE);
return (tmp);
}
示例11: return
t_sound *init_sound_amb(char *path)
{
int i;
char *path_sound;
char *tmp;
t_sound *sound_tab;
FMOD_RESULT c;
i = -1;
if ((sound_tab = malloc(sizeof(t_sound) * NB_SOUND_AMB_MAX)) == NULL)
return (NULL);
while (++i < NB_SOUND_AMB_MAX)
{
FMOD_System_Create(&sound_tab[i].sys);
FMOD_System_Init(sound_tab[i].sys, 1, FMOD_INIT_NORMAL, NULL);
tmp = my_getstr(i, "0123456789");
path_sound = my_str_concat(tmp, FORMAT_SOUND);
if ((c = FMOD_System_CreateSound
(sound_tab[i].sys, my_str_concat(path, path_sound),
FMOD_SOFTWARE | FMOD_2D | FMOD_CREATESTREAM, 0,
&sound_tab[i].sound)) != FMOD_OK)
return (NULL);
printf("[*] Sound ambiance %s load\n", path_sound);
free(tmp);
free(path_sound);
}
return (sound_tab);
}
示例12: fmod_errorcheck
sound_system_c::sound_system_c(const char *song_name) {
// Init FMOD
fmod_errorcheck(FMOD_System_Create(&fmod_system));
fmod_errorcheck(FMOD_System_SetSoftwareFormat(fmod_system, OUTPUTRATE, FMOD_SOUND_FORMAT_PCM16, 2, 0, FMOD_DSP_RESAMPLER_LINEAR));
fmod_errorcheck(FMOD_System_Init(fmod_system, 32, FMOD_INIT_NORMAL, 0));
// Init song
fmod_errorcheck(FMOD_System_CreateStream(fmod_system, song_name, FMOD_LOOP_NORMAL | FMOD_2D | FMOD_HARDWARE | FMOD_UNIQUE, 0, &music));
}
示例13: FMOD_System_Create
//---------------------------------------
// this should only be called once
void ofSoundPlayer::initializeFmod(){
if(!bFmodInitialized){
FMOD_System_Create(&sys);
FMOD_System_Init(sys, 32, FMOD_INIT_NORMAL, NULL); //do we want just 32 channels?
FMOD_System_GetMasterChannelGroup(sys, &channelgroup);
bFmodInitialized = true;
}
}
示例14: _tmp
FMODSound::FMODSound(const std::string &name, const std::string &name_file, Engine::ISound::type type, int frequence)
: _tmp(false), _name(name), _type(type), _frequence(frequence), _volume(1.0)
{
FMOD_System_Create(&(this->_system));
FMOD_System_Init(this->_system, 1, FMOD_INIT_NORMAL, NULL);
FMOD_System_CreateSound(this->_system, name_file.c_str(),
FMOD_CREATESAMPLE, 0, &(this->_sound));
}
示例15: Init
void Init()
{
g_nFrameCount = 0;
FMOD_System_Create(&g_System);
FMOD_System_Init(g_System, 32, FMOD_INIT_NORMAL, NULL);
FMOD_System_CreateSound(g_System, "run.wav", FMOD_DEFAULT, 0, &g_Sound);
}