ゲーム エンジン用の新しいフレームワークを作成していますが、OpenAL という 1 つの問題で立ち往生しています。
私は通常、これに freealut を使用していますが、どこにも見つかりません。それをホストしている唯一のサイトはオフラインであり、そのコピーはありません。openal32.lib を見つけるために、他の人のプロジェクトを分析する必要さえありました。私のGoogle fuが弱くなったか、広大なインターネットにそのコピーが本当にありません。
freealut フレームワークなしで openAL を動作させる方法を示すコーディング例をいくつか見つけましたが、それを複数のファイルにロードすることはできません。 github ですが、現時点では freealut をソースからビルドすることは論外です。
Visual Express C++ 2010 を IDE として使用しています。
見つけたコードを次のように変更しました。
基本的には、サウンド ファイルの読み込み、再生、削除の 3 つのコマンドです。1 つのサウンド ファイルでは問題なく動作しますが、それ以上読み込もうとすると動作しなくなります。
#include "AudioLib.h"
#include <iostream>
#include <cstdlib>
#include <Windows.h>
#include <map>
#include <vector>
#include <AL\al.h>
#include <AL\alc.h>
using namespace std;
typedef map <const char *, ALuint > MapType;
MapType soundsbuffer;
MapType soundssource;
int endWithError(char* msg, int error=0)
{
//Display error message in console
cout << msg << "\n";
//system("PAUSE");
return error;
}
vector<const char *> soundslist;
ALCdevice *device;
ALCcontext *context;
int loadSound(const char * input) {
FILE *fp;
unsigned char* buf;
ALuint source;
ALuint buffer;
fp = NULL;
fp = fopen(input,"rb");
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";
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
//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
//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 format
alBufferData(buffer, format, buf, dataSize, frequency); //Store the sound data in the OpenAL Buffer
soundsbuffer[input] = buffer;
soundssource[input] = source;
soundslist.push_back(input);
if(alGetError() != AL_NO_ERROR) {
return endWithError("Error loading ALBuffer"); //Error during buffer loading
}
fclose(fp);
delete[] buf;
}
int playSound(const char * input) {
//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
ALuint source = soundssource[input];
ALuint buffer = soundsbuffer[input];
//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"); //Pause to let the sound play
}
void deleteSound() {
//Clean-up
//Close the WAVE file
//Delete the sound data buffer
for(int i = 0; i < soundslist.size(); i++) {
const char * out = soundslist[i];
alDeleteSources(1, &soundssource[out]); //Delete the OpenAL Source
alDeleteBuffers(1, &soundsbuffer[out]);
}
//Delete the OpenAL Buffer
soundslist.clear();
alcMakeContextCurrent(NULL); //Make no context current
alcDestroyContext(context); //Destroy the OpenAL Context
alcCloseDevice(device);
}
だから私が求めているのは、freealutファイルか、コードの助けが必要です。解決策はありますか?