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() { 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; }