Steve Gee

  • Content count

  • Joined

  • Last visited

Community Reputation

132 Neutral

About Steve Gee

  • Rank
  1. No sound from OpenAL using mac.

    I've just assigned the above to a key press in my original game.  I had some crackles and then the sound actually worked - whoop, but only when it's paused.  Could someone possibly explain or elaborate on how this should be implemented properly please?  
  2. Hi all,   I'm trying to play a simple sound for a game that I'm currently working on.  I don't want to use SDL if I can help it and came across OpenAL.  I found an example and tutorial for creating and playing sound without the alut header but I'm still having issues.  The log output is fine, it's reading the file, knows the size and so on but nothing is played.  I thought that maybe it was my game loop that was affecting it so created a new project with just the sound code to test and same result.  any help is hugely appreciated.  Thanks.         #include <cstdlib> #include <iostream> #include <OPENAL/al.h> #include <OPENAL/alc.h>   using namespace std; typedef uint32_t DWORD;   int endWithError(char* msg, int error=0) {     //Display error message in console     cout << msg << "\n";     system("PAUSE");     return error; }   int main(int argc, char *argv[]) {     //Loading of the WAVE file     FILE *fp = NULL;                                                            //Create FILE pointer for the WAVE file     fp=fopen("Sounds/mushroom_jump.wav","rb");                                            //Open the WAVE file     if (!fp) return endWithError("Failed to open file");                        //Could not open file       //Variables to store info about the WAVE file (all of them is not needed for OpenAL)     char type[4];     DWORD size,chunkSize;     short formatType,channels;     DWORD sampleRate,avgBytesPerSec;     short bytesPerSample,bitsPerSample;     DWORD dataSize;          //Check that the WAVE file is OK     fread(type,sizeof(char),4,fp);                                              //Reads the first bytes in the file     if(type[0]!='R' || type[1]!='I' || type[2]!='F' || type[3]!='F')            //Should be "RIFF"         return endWithError ("No RIFF");                                            //Not RIFF          fread(&size, sizeof(DWORD),1,fp);                                           //Continue to read the file     fread(type, sizeof(char),4,fp);                                             //Continue to read the file     if (type[0]!='W' || type[1]!='A' || type[2]!='V' || type[3]!='E')           //This part should be "WAVE"         return endWithError("not WAVE");                                            //Not WAVE          fread(type,sizeof(char),4,fp);                                              //Continue to read the file     if (type[0]!='f' || type[1]!='m' || type[2]!='t' || type[3]!=' ')           //This part should be "fmt "         return endWithError("not fmt ");                                            //Not fmt          //Now we know that the file is a acceptable WAVE file     //Info about the WAVE data is now read and stored     fread(&chunkSize,sizeof(DWORD),1,fp);     fread(&formatType,sizeof(short),1,fp);     fread(&channels,sizeof(short),1,fp);     fread(&sampleRate,sizeof(DWORD),1,fp);     fread(&avgBytesPerSec,sizeof(DWORD),1,fp);     fread(&bytesPerSample,sizeof(short),1,fp);     fread(&bitsPerSample,sizeof(short),1,fp);     fread(type,sizeof(char),4,fp);     if (type[0]!='d' || type[1]!='a' || type[2]!='t' || type[3]!='a')           //This part should be "data"         return endWithError("Missing DATA");                                        //not data     fread(&dataSize,sizeof(DWORD),1,fp);                                        //The size of the sound data is read     //Display the info about the WAVE file     cout << "Chunk Size: " << chunkSize << "\n";     cout << "Format Type: " << formatType << "\n";     cout << "Channels: " << channels << "\n";     cout << "Sample Rate: " << sampleRate << "\n";     cout << "Average Bytes Per Second: " << avgBytesPerSec << "\n";     cout << "Bytes Per Sample: " << bytesPerSample << "\n";     cout << "Bits Per Sample: " << bitsPerSample << "\n";     cout << "Data Size: " << dataSize << "\n";       unsigned char* buf= new unsigned char[dataSize];                            //Allocate memory for the sound data     //cout << fread(buf,sizeof(BYTE),dataSize,fp) << " bytes loaded\n";           //Read the sound data and display the                                                                                 //number of bytes loaded.                                                                                 //Should be the same as the Data Size if OK       //Now OpenAL needs to be initialized     ALCdevice *device;                                                          //Create an OpenAL Device     ALCcontext *context;                                                        //And an OpenAL Context     device = alcOpenDevice(NULL);                                               //Open the device     if(!device) return endWithError("no sound device");                         //Error during device oening     context = alcCreateContext(device, NULL);                                   //Give the device a context     alcMakeContextCurrent(context);                                             //Make the context the current     if(!context) return endWithError("no sound context");                       //Error during context handeling     ALuint source;                                                              //Is the name of source (where the sound come from)     ALuint buffer;                                                           //Stores the sound data     ALuint frequency=sampleRate;;                                               //The Sample Rate of the WAVE file     ALenum format=0;                                                            //The audio format (bits per sample, number of channels)       alGenBuffers(1, &buffer);                                                    //Generate one OpenAL Buffer and link to "buffer"     alGenSources(1, &source);                                                   //Generate one OpenAL Source and link to "source"     if(alGetError() != AL_NO_ERROR) return endWithError("Error GenSource");     //Error during buffer/source generation          //Figure out the format of the WAVE file     if(bitsPerSample == 8)     {         if(channels == 1)             format = AL_FORMAT_MONO8;         else if(channels == 2)             format = AL_FORMAT_STEREO8;     }     else if(bitsPerSample == 16)     {         if(channels == 1)             format = AL_FORMAT_MONO16;         else if(channels == 2)             format = AL_FORMAT_STEREO16;     }       if(!format) return endWithError("Wrong BitPerSample");                      //Not valid forma     alBufferData(buffer, format, buf, dataSize, frequency);                    //Store the sound data in the OpenAL Buffer     if(alGetError() != AL_NO_ERROR)         return endWithError("Error loading ALBuffer");                              //Error during buffer loading          //Sound setting variables     ALfloat SourcePos[] = { 0.0, 0.0, 0.0 };                                    //Position of the source sound     ALfloat SourceVel[] = { 0.0, 0.0, 0.0 };                                    //Velocity of the source sound     ALfloat ListenerPos[] = { 0.0, 0.0, 0.0 };                                  //Position of the listener     ALfloat ListenerVel[] = { 0.0, 0.0, 0.0 };                                  //Velocity of the listener     ALfloat ListenerOri[] = { 0.0, 0.0, -1.0,  0.0, 1.0, 0.0 };                 //Orientation of the listener                                                                              //First direction vector, then vector pointing up)                                                                               //Listener     alListenerfv(AL_POSITION,    ListenerPos);                                  //Set position of the listener     alListenerfv(AL_VELOCITY,    ListenerVel);                                  //Set velocity of the listener     alListenerfv(AL_ORIENTATION, ListenerOri);                                  //Set orientation of the listener       //Source     alSourcei (source, AL_BUFFER,   buffer);                                 //Link the buffer to the source     alSourcef (source, AL_PITCH,    1.0f     );                                 //Set the pitch of the source     alSourcef (source, AL_GAIN,     1.0f     );                                 //Set the gain of the source     alSourcefv(source, AL_POSITION, SourcePos);                                 //Set the position of the source     alSourcefv(source, AL_VELOCITY, SourceVel);                                 //Set the velocity of the source     alSourcei (source, AL_LOOPING,  AL_FALSE );                                 //Set if source is looping sound         //PLAY     alSourcePlay(source);                                                       //Play the sound buffer linked to the source     if(alGetError() != AL_NO_ERROR) return endWithError("Error playing sound"); //Error when playing sound //    system("PAUSE");      std::cout << "Press any key to continue ..."; getchar();//Pause to let the sound play     std::cout<<"memememe"<<std::endl;       //Clean-up     fclose(fp);                                                                 //Close the WAVE file     delete[] buf;                                                               //Delete the sound data buffer     alDeleteSources(1, &source);                                                //Delete the OpenAL Source     alDeleteBuffers(1, &buffer);                                                 //Delete the OpenAL Buffer     alcMakeContextCurrent(NULL);                                                //Make no context current     alcDestroyContext(context);                                                 //Destroy the OpenAL Context     alcCloseDevice(device);                                                     //Close the OpenAL Device        return EXIT_SUCCESS;                                                         }  
  3. Hey all,   I'm trying to create a splash / welcome screen for a game I'm working on.  I had a look online and found some good info but I'm still unable to get it to work.   Ideally I'd like my main to run a function that would initially display the splash screen, after input it would then display the main menu and from there each screen as appropriate, high scores, levels of game etc.   I've tried that and then I've tried an uglier approach but I can't get the right results.  I'm pretty new to OpenGL & GLUT and not fantastic when it comes to C++.   Any help would be hugely appreciated.   Below is code that I'm using / trying to use. stripped of unnecessary 'stuff'   At the moment there's no response when pressing space.  I've tried mouse butting, glut special keys etc but still no joy.   If there's also a more efficient way of doing this then please shout! :D   [code] { glutInit(&argc, argv); createGenericWindow(); ///// screenSequence();      glutMainLoop(); }     void screenSequence(){       glutDisplayFunc(displaySplashScreen);     glutIdleFunc(idleSplashScreen);   }   void displaySplashScreen(){     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     glLoadIdentity();     splashScreen::drawSplashScreen();     glMatrixMode(GL_MODELVIEW);     glutSwapBuffers();     glFlush();  }     void idleSplashScreen() {       int button = 0;     //if space is pressed...     if ( button == 32) {         std::cout<<"FEFEFEFEF"<<std::endl;         glutDisplayFunc(displayMainGame);         glutIdleFunc(idleMainGame);     }     glutPostRedisplay(); }