123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171 |
- program demo14;
- {$I zglCustomConfig.cfg}
- {$I zgl_config.cfg}
- {$R *.res}
- uses
- zgl_screen,
- zgl_window,
- zgl_timers,
- zgl_keyboard,
- zgl_mouse,
- zgl_render_2d,
- zgl_fx,
- zgl_textures,
- zgl_textures_png,
- zgl_font,
- zgl_text,
- zgl_sprite_2d,
- zgl_sound,
- zgl_sound_wav,
- zgl_sound_ogg,
- zgl_types,
- zgl_collision_2d,
- zgl_utils,
- zgl_memory
- ;
- const
- SCREEN_WIDTH = 800;
- SCREEN_HEIGHT = 600;
- var
- dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF};
- fntMain: LongWord;
- icon : array[0..1] of zglPTexture;
- sound : zglPSound;
- audio : Integer;
- state : Integer;
- musicMem: zglTMemory;
- // äîáàâëÿåì íîìåð çâóêà, ïîêà äëÿ îäíîãî çâóêà
- IDSound: Integer;
- TimeStart: LongWord;
- p : Integer;
- // RU: Ò.ê. çâóêîâàÿ ïîäñèñòåìà íàöåëåíà íà 3D, äëÿ ïîçèöèîíèðîâàíèÿ çâóêîâ â 2D íóæíû íåêîòîðûå óõèùðåíèÿ.
- // EN: Because sound subsystem using 3D, there is some tricky way to calculate sound position in 2D.
- function CalcX2D(const X: Single): Single;
- begin
- Result := (X - SCREEN_WIDTH / 2) * (20 / SCREEN_WIDTH / 2); // ñìåíèë ñìåùåíèå ïî X è Y, òåïåðü áîëåå ÿâíî ìîæíî
- end; // îòäàëèòü/ïðèáëèçèòü çâóê
- function CalcY2D(const Y: Single): Single;
- begin
- Result := (Y - SCREEN_HEIGHT / 2) * (20 / SCREEN_HEIGHT / 2);
- end;
- procedure Init;
- begin
- // RU: Èíèöèàëèçèðóåì çâóêîâóþ ïîäñèñòåìó. Äëÿ Windows ìîæíî ñäåëàòü âûáîð ìåæäó DirectSound è OpenAL îòðåäàêòèðîâàâ ôàéë zgl_config.cfg.
- // EN: Initializing sound subsystem. For Windows can be used DirectSound or OpenAL, see zgl_config.cfg.
- snd_Init();
- // RU: Çàãðóæàåì çâóêîâîé ôàéë è óñòàíàâëèâàåì äëÿ íåãî ìàêñèìàëüíîe êîëè÷åñòâî ïðîèãðûâàåìûõ èñòî÷íèêîâ â 2.
- // EN: Load the sound file and set maximum count of sources that can be played to 2.
- sound := snd_LoadFromFile(dirRes + 'click.wav', 2);
- // RU: Çàãðóæàåì òåêñòóðû, êîòîðûå áóäóò èíäèêàòîðàìè.
- // EN: Load the textures, that will be indicators.
- icon[0] := tex_LoadFromFile(dirRes + 'audio-stop.png');
- icon[1] := tex_LoadFromFile(dirRes + 'audio-play.png');
- fntMain := font_LoadFromFile(dirRes + 'font.zfi');
- setFontTextScale(15, fntMain);
- end;
- procedure Draw;
- var
- r: zglTRect2D;
- begin
- ssprite2d_Draw(icon[state], (SCREEN_WIDTH - 128) / 2, (SCREEN_HEIGHT - 128) / 2, 128, 128, 0);
- text_Draw(fntMain, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 + 64, 'Skillet - Comatose - Whispers In The Dark', TEXT_HALIGN_CENTER);
- r.X := (SCREEN_WIDTH - 128) / 2;
- r.Y := (SCREEN_HEIGHT - 128) / 2;
- r.W := 128;
- r.H := 128;
- if col2d_PointInRect(mouseX, mouseY, r) Then
- begin
- fx_SetBlendMode(FX_BLEND_ADD);
- ssprite2d_Draw(icon[state], (SCREEN_WIDTH - 132) / 2, (SCREEN_HEIGHT - 132) / 2, 132, 132, 0, 155);
- fx_SetBlendMode(FX_BLEND_NORMAL);
- end;
- end;
- procedure Timer;
- begin
- // RU: Ïðîâåðÿåì èãðàåò ëè ìóçûêà(1 - èãðàåò, 0 - íå èãðàåò). Òàê æå ìîæíî ïðîâåðèòü è çâóêè - ïîäñòàâèâ zglPSound è ID âîò òàê:
- // snd_Get(Sound, ID...
- // ID âîçâðàùàåòñÿ ôóíêöèåé snd_Play
- //
- // EN: Check if music playing(1 - playing, 0 - not playing). Sounds also can be checked this way - just use zglPSound and ID:
- // snd_Get(Sound, ID...
- // ID returns by function snd_Play.
- state := snd_Get( SND_STREAM, audio, SND_STATE_PLAYING );
- if state = 0 Then
- audio := 0;
- // RU: Ïîëó÷àåì â ïðîöåíòàõ ïîçèöèþ ïðîèãðûâàíèÿ àóäèîïîòîêà è ñòàâèì ãðîìêîñòü äëÿ ïëàâíûõ ïåðåõîäîâ.
- // EN: Get position in percent's for audio stream and set volume for smooth playing.
- p := snd_Get( SND_STREAM, audio, SND_STATE_PERCENT );
- if ( p >= 0 ) and ( p < 25 ) Then
- snd_SetVolume( SND_STREAM, audio, ( 1 / 24 ) * p );
- if ( p >= 75 ) and ( p < 100 ) Then
- snd_SetVolume( SND_STREAM, audio, 1 - ( 1 / 24 ) * ( p - 75 ) );
- end;
- procedure KeyMouseEvent;
- var
- r : zglTRect2D;
- begin
- if mouseBClick(M_BLEFT) Then
- begin
- // RU:  äàííîì ñëó÷àå ìû íà÷èíàåì âîñïðîèçâîäèòü çâóê ñðàçó â óêàçàííûõ êîîðäèíàòàõ, íî èõ ìîæíî ìåíÿòü è â ïðîöåññå èñïîëüçóÿ ïðîöåäóðó snd_SetPos.
- // Âàæíî: Äëÿ OpenAL ìîæíî ïîçèöèîíèðîâàòü òîëüêî mono-çâóêè
- //
- // EN: In this case, we begin to play the sound directly in these coordinates, but they can be changed later using procedure snd_SetPos.
- // Important: OpenAL can position only mono-sounds.
- // ýòà ÷àñòü èçìåíåíà!!! Òåïåðü ìîæíî çàíîâî âîñïðîèçâîäèòü çâóêè, äàæå åñëè îíè íå çàêîí÷èëè èãðàòü.
- if snd_Get(sound, IDSound, SND_STATE_PLAYING) = IDSound then
- snd_Stop(sound, IDSound);
- IDSound := snd_Play(sound, FALSE, CalcX2D(mouseX), CalcY2D(mouseY));
- // ------------------------------------------------------------------------------------------
- snd_Play( sound, FALSE, CalcX2D( mouse_X ), CalcY2D( mouse_Y ) );
- r.X := ( SCREEN_WIDTH - 128 ) / 2;
- r.Y := ( SCREEN_HEIGHT - 128 ) / 2;
- r.W := 128;
- r.H := 128;
- // äîáàâëÿåì ïðîâåðêó íà ïðîèãðûâàíèå çâóêà, òîëüêî åñëè ìíîãî ðàçâíûõ çâóêîâ/ìóçûêè, òî íîìåðà íàäî ìåíÿòü (íå òîëüêî 1!!!)
- if col2d_PointInRect(mouseX, mouseY, r) and (audio = 1) Then
- begin
- p := snd_Get(SND_STREAM, audio, SND_STATE_PLAYING);
- if p = 1 then
- snd_StopStream(audio);
- end;
- // ---------------------------------------------------------------------------------------------------------------
- if col2d_PointInRect( mouse_X, mouse_Y, r ) and ( audio = 0 ) Then
- audio := snd_PlayFile( dirRes + 'music.ogg');
- end;
- end;
- Begin
- randomize();
- TimeStart := timer_Add(@Timer, 16, t_Start);
- zgl_Reg(SYS_EVENTS, @KeyMouseEvent);
- zgl_Reg(SYS_LOAD, @Init);
- zgl_Reg(SYS_DRAW, @Draw);
- wnd_SetCaption(utf8_Copy('14 - Sound'));
- zgl_Init();
- End.
|