void reset() { // YSE has a very flexible vector class built in YSE::Vec pos; pos.zero(); YSE::Listener().setPosition(pos); pos.set(-5, 0, 5); sound1.setPosition(pos); pos.set(5, 0, 5); sound2.setPosition(pos); }
int main() { YSE::System().init(); // create your dsp object and add it to the system shepard s; YSE::sound sound; sound.create(s).play(); std::cout << "A DSP source object is used here instead of a sample." << std::endl; std::cout << "Press 1/2 to adjust the lowpass filter frequency" << std::endl; std::cout << "or e to exit." << std::endl; while (true) { if (_kbhit()) { char ch = _getch(); switch (ch) { case 'e': goto exit; case '1': s.frequency(s.frequency() - 50); std::cout << s.frequency() << std::endl; break; case '2': s.frequency(s.frequency() + 50); std::cout << s.frequency() << std::endl; break; } } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { YSE::System().init(); sound.create("drone.ogg", NULL, true); showDevices(); std::cout << "choose a device or type e to exit: "; sound.play(); YSE::System().update(); while (true) { if (_kbhit()) { int choice = -1; char ch = _getch(); // this code is not very good because we don't know how many // devices there are, but it will do for an example switch (ch) { case '0': choice = 0; break; case '1': choice = 1; break; case '2': choice = 2; break; case '3': choice = 3; break; case '4': choice = 4; break; case '5': choice = 5; break; case '6': choice = 6; break; case '7': choice = 7; break; case '8': choice = 8; break; case '9': choice = 9; break; case 'e': goto exit; } if (choice >= 0) { const std::vector<YSE::device> & list = YSE::System().getDevices(); if (choice < list.size()) { YSE::deviceSetup setup; setup.setOutput(list[choice]); YSE::System().closeCurrentDevice(); YSE::System().openDevice(setup); } } } appTime += 0.1; YSE::Vec pos; pos.set(sin(appTime) * 5, 0, cos(appTime) * 5); sound.setPosition(pos); YSE::System().update(); YSE::System().sleep(100); } exit: YSE::System().close(); return 0; }
int main() { YSE::System().init(); synth.create(); { SineWaveVoice voice; synth.addVoices(&voice, 16, 1); } sound.create(synth).play(); soundPos.set(5.f, 0.f, 1.f); sound.setPosition(soundPos); midiFile.create("demo.mid"); midiFile.connect(&synth); std::cout << "YSE can also be used to play midifiles if you setup a virtual synth." << std::endl; std::cout << "1: start midi file" << std::endl; std::cout << "2: pause midi file" << std::endl; std::cout << "3: stop midi file" << std::endl; std::cout << "4/5: move sound position to left/right" << std::endl; std::cout << "e: to exit" << std::endl; Int counter = 0; while (true) { if (_kbhit()) { char ch = _getch(); YSE::Vec pos = YSE::Listener().getPosition(); switch (ch) { case '1': midiFile.play(); break; case '2': midiFile.pause(); break; case '3': midiFile.stop(); break; case '4': soundPos.x -= 0.1; sound.setPosition(soundPos); break; case '5': soundPos.x += 0.1; sound.setPosition(soundPos); break; case 'e': goto exit; } } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { YSE::System().init(); // create a Triangle wavetable with 8 harmonics, 1024 samples long wavetable.createTriangle(2, 1024); // the sound will play this buffer (looping) sound.create(wavetable, nullptr, true).play(); std::cout << "In this demo a small wavetable is created and played as a loop." << std::endl; std::cout << "(Press e to exit.)" << std::endl; while (true) { if (_kbhit()) { char ch = _getch(); switch (ch) { case 'e': goto exit; } } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { // initialize audio system YSE::System().init(); // load a sound in memory and get a pointer to it sound1.create("drone.ogg", NULL, true).play(); sound2.create("kick.ogg", NULL, true).play(); reset(); std::cout << "Initial positions (xyz) are:" << std::endl; std::cout << "Listener: 0 / 0 / 0" << std::endl; std::cout << "Sound 1 : -5 / 0 / 5" << std::endl; std::cout << "Sound 2 : 5 / 0 / 5" << std::endl; std::cout << std::endl; std::cout << "Press 1 to select sound 1, 2 for sound 2 and 3 for listener." << std::endl; std::cout << "Use adws to move selected object (left/right/forward/backward)." << std::endl; std::cout << "Press 'r' to reset all objects to the initial positions." << std::endl; std::cout << "Press 'e' to exit this program." << std::endl; while (true) { if (_kbhit()) { char ch = _getch(); switch (ch) { case '1': selectedObject = 1; break; case '2': selectedObject = 2; break; case '3': selectedObject = 3; break; case 'a': moveObject(LEFT); break; case 'd': moveObject(RIGHT); break; case 'w': moveObject(FORWARD); break; case 's': moveObject(BACKWARD); break; case 'r': reset(); break; case 'e': goto exit; } } YSE::System().sleep(100); //YSE::Vec pos = sound1.getPosition(); //pos.x = sin(std::clock() / static_cast<Flt>(CLOCKS_PER_SEC)) * 10; //sound1.setPosition(pos); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { YSE::System().init(); if (!buffer.load("countdown.ogg")) { std::cout << "sound 'countdown.ogg' not found" << std::endl; std::cin.get(); goto exit; } // pass buffer to sound, so that it can be played sound.create(buffer); hpf.setFrequency(1000); std::cout << "Sound is loaded. Please choose: " << std::endl; std::cout << "1 to play" << std::endl; std::cout << "2 to stop" << std::endl; std::cout << "3 multiply wave by 0.5" << std::endl; std::cout << "4 multiply wave by 2.0" << std::endl; std::cout << "5 pass wave through high pass filter at 1000Hz" << std::endl; std::cout << "...or e to exit." << std::endl; while (true) { if (_kbhit()) { char ch = _getch(); switch (ch) { case '1': sound.play(); break; case '2': sound.stop(); break; case '3': buffer *= 0.5; break; case '4': buffer *= 2.0; break; case '5': buffer = hpf(buffer); break; case 'e': goto exit; } } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { YSE::System().init(); YSE::sound s; s.create("countdown.ogg", NULL, true); std::cout << "Use keyboard to jump to a number." << std::endl; std::cout << "...or e to exit." << std::endl; std::cout << "This sound is " << s.getLength() / 44100 << " seconds long." << std::endl; s.play(); while (true) { #ifdef WINDOWS _cprintf_s("Playing at time: %.2f \r", s.getTime() / 44100 * 1000); #endif if (_kbhit()) { char ch = _getch(); switch (ch) { case '0': s.setTime(11.2f * 44100); break; case '1': s.setTime(10.0f * 44100); break; case '2': s.setTime(9.0f * 44100); break; case '3': s.setTime(8.0f * 44100); break; case '4': s.setTime(6.7f * 44100); break; case '5': s.setTime(5.5f * 44100); break; case '6': s.setTime(4.3f * 44100); break; case '7': s.setTime(3.2f * 44100); break; case '8': s.setTime(2.0f * 44100); break; case '9': s.setTime(1.0f * 44100); break; case 'e': goto exit; } } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { // initialize audio system YSE::System().init(); // load a sound in memory sound.create("drone.ogg", NULL, true); // false on validation means the sound could not be loaded if (!sound.isValid()) { std::cout << "sound 'drone.ogg' not found" << std::endl; std::cin.get(); goto exit; } std::cout << "This is a bare-bones YSE example. It contains the minimum you need to start your own projects." << std::endl; std::cout << "Press spacebar to toggle sound playing." << std::endl; std::cout << "Or e to exit." << std::endl; while (true) { if (_kbhit()) { char ch = _getch(); switch (ch) { // toggle function toggles play / pause case ' ': sound.toggle(); break; case 'a': sound.play(); break; case 's': sound.pause(); break; case 'd': sound.stop(); break; case 'e': goto exit; } } /* the sleep function can be used to make sure the update function doesn't run at full speed. In a simple demo it does not make sense to update that much. In real software this should probably not be used. Just call YSE::System.update() in your main program loop. */ YSE::System().sleep(100); /* The update function activates all changes you made to sounds and channels since the last call. This function locks the audio processing thread for a short time. Calling it more than 50 times a second is really overkill, so call it once in your main program loop, not after changing every setting. */ YSE::System().update(); } exit: // don't forget this... YSE::System().close(); return 0; }
int main() { YSE::System().init(); // setting the last parameter to true will enable streaming sound.create("pulse1.ogg", NULL, true, 1.0f, true); if (!sound.isValid()) { std::cout << "sound 'pulse1.ogg' not found" << std::endl; std::cin.get(); goto exit; } std::cout << "Use q/a to change the sound speed up and down." << std::endl; std::cout << "Use s/d/f to pause/stop/play." << std::endl; std::cout << "...or e to exit." << std::endl; sound.play(); while (true) { if (_kbhit()) { char ch = _getch(); switch (ch) { case 'q': sound.setSpeed(sound.getSpeed() + 0.01); break; case 'a': sound.setSpeed(sound.getSpeed() - 0.01); break; case 's': sound.pause(); break; case 'd': sound.stop(); break; case 'f': sound.play(); break; case 'e': goto exit; } } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { YSE::System().init(); sound.create("contact.ogg", NULL, true); if (!sound.isValid()) { std::cout << "sound 'contact.ogg' not found" << std::endl; std::cin.get(); goto exit; } std::cout << "This shows how to alter basic sound properties." << std::endl; std::cout << "Use q/a to change the sound speed up and down." << std::endl; std::cout << "Use w/s to change the volume up and down." << std::endl; std::cout << "...or e to exit." << std::endl; sound.play(); while (true) { if (_kbhit()) { char ch = _getch(); switch (ch) { case 'q': sound.setSpeed(sound.getSpeed() + 0.01f); break; case 'a': sound.setSpeed(sound.getSpeed() - 0.01f); break; case 's': sound.setVolume(sound.getVolume() - 0.1f); break; case 'w': sound.setVolume(sound.getVolume() + 0.1f); break; case 'e': goto exit; } } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
void moveObject(direction d) { if (selectedObject < 3) { YSE::sound * s; if (selectedObject == 1) s = &sound1; else s = &sound2; YSE::Vec pos = s->getPosition(); switch (d) { case FORWARD: pos.z += 0.5f; s->setPosition(pos); break; case BACKWARD: pos.z -= 0.5f; s->setPosition(pos); break; case LEFT: pos.x -= 0.5f; s->setPosition(pos); break; case RIGHT: pos.x += 0.5f; s->setPosition(pos); break; } } else { // you do not have to create the listener object, it's already there YSE::Vec pos = YSE::Listener().getPosition(); switch (d) { case FORWARD: pos.z += 0.5f; YSE::Listener().setPosition(pos); break; case BACKWARD: pos.z -= 0.5f; YSE::Listener().setPosition(pos); break; case LEFT: pos.x -= 0.5f; YSE::Listener().setPosition(pos); break; case RIGHT: pos.x += 0.5f; YSE::Listener().setPosition(pos); break; } } }
int main() { YSE::System().init(); YSE::Randomize(); // create a synth with 32 voices synth.create(); SineWaveVoice voice; synth.addVoices(&voice, 32, 1); // use this synth as a sound emitter sound.create(synth).play(); soundPos.set(5.f, 0.f, 1.f); sound.setPosition(soundPos); // create 2 players which uses the synth, and set some starting values player1.create(synth); player2.create(synth); player1.setMinimumPitch(60).setMaximumPitch(72); player1.setMinimumLength(0.1).setMaximumLength(0.2); player1.setMinimumVelocity(0.2).setMaximumVelocity(0.4); player1.setVoices(1); player2.setMinimumPitch(40).setMaximumPitch(50); player2.setMinimumLength(2.f).setMaximumLength(4.f); player2.setMinimumVelocity(0.9f).setMaximumVelocity(1.0f); // create a scale which can be used by a player scale1.add(YSE::NOTE::C4) .add(YSE::NOTE::D4) .add(YSE::NOTE::E4) .add(YSE::NOTE::F4) .add(YSE::NOTE::G4) .add(YSE::NOTE::A4) .add(YSE::NOTE::B4); player1.setScale(scale1); player2.setScale(scale1); // create two distinct motifs motif1.add(YSE::MUSIC::pNote(0, YSE::NOTE::C4, 1.0f, 0.25)) .add(YSE::MUSIC::pNote(0.25, YSE::NOTE::D4, 0.9f, 0.25)) .add(YSE::MUSIC::pNote(0.5, YSE::NOTE::E4, 0.8f, 0.25)) .add(YSE::MUSIC::pNote(0.5, YSE::NOTE::A4, 0.8f, 0.25)) .add(YSE::MUSIC::pNote(0.75, YSE::NOTE::F4, 0.7f, 0.25)) .add(YSE::MUSIC::pNote(1.0, YSE::NOTE::G4, 0.6f, 0.25)) .setLength(); motif2.add(YSE::MUSIC::pNote(0, YSE::NOTE::A5, 0.8f, 0.25)) .add(YSE::MUSIC::pNote(0.25, YSE::NOTE::G5, 0.7f, 0.25)) .add(YSE::MUSIC::pNote(0.50, YSE::NOTE::F5, 0.6f, 0.25)) .add(YSE::MUSIC::pNote(0.75, YSE::NOTE::E5, 0.6f, 1.25)) .setLength(); // these scales are used as a group of possible starting pitches for the // motif. Transpositions will only happen to these pitches if such a // scale is provided. YSE::scale motif1Scale; motif1Scale.add(YSE::NOTE::C4); motif1.setFirstPitch(motif1Scale); YSE::scale motif2Scale; motif2Scale.add(YSE::NOTE::A5); motif2.setFirstPitch(motif2Scale); // instruct player 1 to play this motif. Notice it has a weight of 5. In STEP0 we // will add another motif with a weight of 1. This results in this first motif being // played most of the time. player1.addMotif(motif1, 5).playMotifs(1); // add some reverb YSE::System().getGlobalReverb().setActive(true); YSE::System().getGlobalReverb().setPreset(YSE::REVERB_HALL); YSE::ChannelMaster().attachReverb(); // the interface std::cout << "This demo doesn't give you a lot of options, but it will " << std::endl; std::cout << "evolve on its own." << std::endl; std::cout << "1 : start player" << std::endl; std::cout << "2 : stop player" << std::endl; std::cout << "e : exit" << std::endl; Int counter = 0; while (true) { if (_kbhit()) { char ch = _getch(); YSE::Vec pos = YSE::Listener().getPosition(); switch (ch) { case '1': player1.play(); break; case '2': { player1.stop(); player2.stop(); progress = 0; stages = STEP0; break; } case 'e': goto exit; } } if (player1.isPlaying() || player2.isPlaying()) progress += 0.1; // This switch adds changes to the music every 10 seconds switch (stages) { case STEP0: if (progress > 10) { std::cout << "step 1 started." << std::endl; std::cout << " --> second motif added" << std::endl; player1.addMotif(motif2, 1); stages = STEP1; } break; case STEP1: if (progress > 20) { motif1Scale.add(YSE::NOTE::G5); player1.setVoices(3, 10).setMaximumPitch(YSE::NOTE::C7, 20); std::cout << "step 2 started." << std::endl; std::cout << " --> add more voices and play higher" << std::endl; stages = STEP2; } break; case STEP2: if (progress > 30) { player2.play(); player2.setVoices(3, 10); std::cout << "step 3 started." << std::endl; std::cout << " --> add some bass" << std::endl; stages = STEP3; } break; case STEP3: if (progress > 40) { player1.playMotifs(0.5, 10).setMinimumLength(2.f).setMaximumLength(4.f); player1.setVoices(8, 20); std::cout << "step 4 started." << std::endl; std::cout << " --> add more voices to player 1" << std::endl; std::cout << " --> have player 1 play random notes half of the time" << std::endl; stages = STEP4; } break; case STEP4: if (progress > 50) { std::cout << "step 5 started." << std::endl; std::cout << " --> add new notes to the scale" << std::endl; std::cout << " --> play less motifs and more random notes" << std::endl; scale1.add(YSE::NOTE::EF4).add(YSE::NOTE::BF4); player1.playMotifs(0.2, 10).setMinimumPitch(YSE::NOTE::C5, 20); stages = STEP5; } break; case STEP5: if (progress > 60) { std::cout << "step 6 started." << std::endl; std::cout << " --> add new notes to the scale" << std::endl; std::cout << " --> add new first pitches to motif 2" << std::endl; std::cout << " --> remove motif 1 from the player" << std::endl; std::cout << " --> add rests in player 2 (bass)" << std::endl; scale1.add(YSE::NOTE::FS4).add(YSE::NOTE::CS4); motif2Scale.add(YSE::NOTE::C4).add(YSE::NOTE::CS4).add(YSE::NOTE::D4); player1.removeMotif(motif1); player2.setMinimumGap(2, 10).setMaximumGap(5, 20); player2.setVoices(1); stages = STEP6; } break; case STEP6: if (progress > 70) { std::cout << "step 7 started." << std::endl; std::cout << " --> play more motifs, but mostly partial" << std::endl; player1.playMotifs(1.0, 5); player1.playPartialMotifs(0.5, 10); player2.stop(); stages = STEP7; } break; case STEP7: if (progress > 80) { std::cout << "step 8 started." << std::endl; std::cout << " --> play lower notes" << std::endl; std::cout << " --> add more voices" << std::endl; std::cout << " --> play louder" << std::endl; player1.setMinimumPitch(30, 10); player1.setVoices(20, 20); player1.setMinimumVelocity(0.9, 10).setMaximumVelocity(1.0, 10); stages = STEP8; } break; case STEP8: if (progress > 90) { std::cout << "step 9 started." << std::endl; std::cout << " --> have player 2 play wide chords at random" << std::endl; stages = STEP9; player2.setVoices(15); player2.setMinimumLength(3).setMaximumLength(5); player2.setMinimumVelocity(0.9).setMaximumVelocity(1.0); player2.setMinimumPitch(20).setMaximumPitch(100); player2.setMinimumGap(0).setMaximumGap(0); player2.playMotifs(0); player2.play(); } break; case STEP9: if (progress > 100) { std::cout << "step 10 started." << std::endl; std::cout << " --> player 1 stops" << std::endl; std::cout << " --> player 2 plays even more long notes" << std::endl; stages = STEP10; player1.stop(); player2.setVoices(30); } break; case STEP10: if (progress > 110) { std::cout << "step 11 started." << std::endl; std::cout << " --> reset player 1 to motif 1" << std::endl; std::cout << " --> fade out player 2" << std::endl; stages = STEP11; player1.removeMotif(motif2).addMotif(motif1); player1.setVoices(1); player1.setMinimumVelocity(0.4).setMaximumVelocity(0.6); player1.playMotifs(1).playPartialMotifs(0); player1.play(); player2.setMinimumVelocity(0.1, 10).setMaximumVelocity(0.2, 10); player2.setMinimumPitch(70, 10); } break; case STEP11: if (progress > 120) { std::cout << "step 12 started." << std::endl; std::cout << " --> player 2 stops" << std::endl; std::cout << " --> player 1 players only partial motifs" << std::endl; player2.stop(); motif1Scale.remove(YSE::NOTE::G5); player1.playPartialMotifs(1, 10); scale1.remove(YSE::NOTE::FS4).remove(YSE::NOTE::CS4); scale1.remove(YSE::NOTE::EF4).remove(YSE::NOTE::BF4); player1.setVoices(4, 10); stages = STEP12; } break; case STEP12: if (progress > 130) { std::cout << "step 13 started." << std::endl; std::cout << " --> nothing new" << std::endl; stages = STEP13; } break; case STEP13: if (progress > 140) { std::cout << "step 14 started." << std::endl; std::cout << " --> player 1 plays louder" << std::endl; player1.setMinimumVelocity(0.8, 10).setMaximumVelocity(1.0, 10); stages = STEP14; } break; case STEP14: if (progress > 150) { std::cout << "step 15 started." << std::endl; std::cout << " --> nothing new" << std::endl; stages = STEP15; } break; case STEP15: if (progress > 160) { std::cout << "step 16 started." << std::endl; std::cout << " --> add short 'F' repetitions on player 2" << std::endl; scale1.clear(); scale1.add(YSE::NOTE::F4); player2.setMinimumLength(0.1).setMaximumLength(0.2); player2.setMinimumGap(0.1).setMaximumGap(0.2); player2.setMinimumVelocity(0.9, 10).setMaximumVelocity(1.0,10); player2.setMinimumPitch(70).setMaximumPitch(100); player2.setVoices(15); player2.play(); stages = STEP16; } break; case STEP16: if (progress > 170) { std::cout << "step 17 started." << std::endl; std::cout << " --> player 2 add 'B'" << std::endl; stages = STEP17; scale1.add(YSE::NOTE::B4); } break; case STEP17: if (progress > 180) { std::cout << "step 18 started." << std::endl; std::cout << " --> no more partial motifs on player 1" << std::endl; std::cout << " --> set player 1 to only one voice" << std::endl; std::cout << " --> player 2 fade out" << std::endl; stages = STEP18; player1.playPartialMotifs(0, 5); player1.setVoices(1, 5); player2.setMinimumVelocity(0.1, 10).setMaximumVelocity(2.0, 10); } break; case STEP18: if (progress > 190) { std::cout << "step 19 started." << std::endl; std::cout << " --> player 2 stops again" << std::endl; player2.stop(); stages = STEP19; } break; case STEP19: if (progress > 200) { std::cout << "THE END." << std::endl; player1.stop(); player2.stop(); stages = STEP0; progress = 0; } break; } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { YSE::System().init(); envelope.addPoint(YSE::DSP::ADSRenvelope::breakPoint(0.f, 0.f, 0.2)); envelope.addPoint(YSE::DSP::ADSRenvelope::breakPoint(0.1f, 1.f, 4)); envelope.addPoint(YSE::DSP::ADSRenvelope::breakPoint(0.2f, 0.5f, 0.5, true)); envelope.addPoint(YSE::DSP::ADSRenvelope::breakPoint(0.5f, 0.6f, 0.5)); envelope.addPoint(YSE::DSP::ADSRenvelope::breakPoint(0.9f, 0.5f, 0.5, false, true)); envelope.addPoint(YSE::DSP::ADSRenvelope::breakPoint(1.0f, 0.f, 0.5)); envelope.generate(); envelope.saveToFile("ADSRtest"); std::cout << "press e to exit." << std::endl; synth.create(); synthVoice voice; synth.addVoices(&voice, 8, 1); sound.create(synth).play(); int counter = 0; while (true) { // random player if (YSE::Random(10) == 0) { synth.noteOff(1, bassNote); bassNote = YSE::Random(30, 50); Flt vel = YSE::RandomF(0.8, 0.9); synth.noteOn(1, bassNote, vel); } // melody if (YSE::Random(6) == 0) { synth.noteOff(1, middleNote); synth.noteOff(1, middleNote - 3); middleNote = YSE::Random(55, 65); synth.noteOn(1, middleNote, YSE::RandomF(0.5, 0.7)); synth.noteOn(1, middleNote - 3, YSE::RandomF(0.5, 0.7)); } /*if (counter % 20 == 0) { synth.noteOn(1, 60, 0.3); synth.noteOn(1, 67, 0.3); synth.noteOff(1, 62); synth.noteOff(1, 70); } else if (counter % 10 == 0) { synth.noteOff(1, 60); synth.noteOff(1, 67); synth.noteOn(1, 62, 0.3); synth.noteOn(1, 70, 0.3); }*/ counter++; if (_kbhit()) { char ch = _getch(); switch (ch) { case 'e': goto exit; } } YSE::System().sleep(100); YSE::System().update(); } exit: YSE::System().close(); return 0; }
int main() { YSE::System().init(); // load handclap sound, non-looping snare.create("snare.ogg", NULL, true); if (!snare.isValid()) { std::cout << "sound 'snare.ogg' not found" << std::endl; std::cin.get(); goto exit; } // set global reverb YSE::System().getGlobalReverb().setActive(true); YSE::System().getGlobalReverb().setPreset(YSE::REVERB_GENERIC); YSE::ChannelMaster().attachReverb(); // 'world' reverbs can be added at specific positions // size is the maximum distance from the reverb at which it its influence is at maximum level // rolloff indicates how far outside its size it will drop to zero influence (linear curve) // add reverb at 5 meter bathroom.create(); bathroom.setPosition(YSE::Vec(0, 0, 5)).setSize(1).setRollOff(1); bathroom.setPreset(YSE::REVERB_BATHROOM); // add reverb at 10 meter hall.create(); hall.setPosition(YSE::Vec(0, 0, 10)).setSize(1).setRollOff(1); hall.setPreset(YSE::REVERB_HALL); // add reverb at 15 meter sewer.create(); sewer.setPosition(YSE::Vec(0, 0, 15)).setSize(1).setRollOff(1); sewer.setPreset(YSE::REVERB_SEWERPIPE); // add reverb at 20 meter custom.create(); custom.setPosition(YSE::Vec(0, 0, 20)).setSize(1).setRollOff(1); // for this reverb we use custom parameters instead of a preset // (these are meant to sound awkward) custom.setRoomSize(1.0).setDamping(0.1).setDryWetBalance(0.0, 1.0).setModulation(6.5, 0.7); custom.setReflection(0, 1000, 0.5).setReflection(1, 1500, 0.6); custom.setReflection(2, 2100, 0.8).setReflection(3, 2999, 0.9); std::cout << "This example as one global reverb. On top of that, there are several localized reverbs which will alter the listener's experience when moving around." << std::endl; std::cout << "Use q/a to move sound and listener forward / back." << std::endl; std::cout << "Use w/s to toggle global reverb on / off." << std::endl; std::cout << "...or e to exit." << std::endl; while (true) { if (_kbhit()) { char ch = _getch(); switch (ch) { case 'q': { YSE::Vec pos = YSE::Listener().getPosition(); pos.z += 0.1; YSE::Listener().setPosition(pos); snare.setPosition(pos); break; } case 'a':{ YSE::Vec pos = YSE::Listener().getPosition(); pos.z -= 0.1; YSE::Listener().setPosition(pos); snare.setPosition(pos); break; } case 'w': YSE::System().getGlobalReverb().setActive(true); break; case 's': YSE::System().getGlobalReverb().setActive(false); break; case 'e': goto exit; } } if (snare.isStopped()) { snare.play(); } YSE::System().sleep(100); YSE::System().update(); #ifdef WINDOWS _cprintf_s("Position (z): %.2f \r", YSE::Listener().getPosition().z); #endif } exit: YSE::System().close(); return 0; }