I have a question about SDL_sound. Is it appropriate to ask about
SDL_sound in this mailing list? If not, where should I ask?
I am wondering about loading and playing sounds. I want to load a
sound (like an interface sound) once, and then play it as many times
as I want without it loading more than that initial load. I have
looked all over the web for an example of this, and I cannot find one.
The examples on the web I have found involve reloading a sound every
time it is played. What some examples do is set up a callback that
reads a certain amount from the sound file, plays that amount, and
then reads in more of the file and plays it, and so on until the
whole sound file has been played. I am wondering if this type of
thing is done out of necessity because of the potentially large
amounts of memory that cannot be stored for the duration of a program.
Here is one example I found:
Sound_MixInit(NULL); // start the mixer; don’t care what format.
Sound_Sample *hello = Sound_NewSampleFromFile(“hello.wav”, NULL, 10240);
Sound_Sample *music = Sound_NewSampleFromFile(“icculus.ogg”, NULL,
10240);
Sound_SetAttribute(hello, SOUND_ATTR_FIREANDFORGET, 1);
Sound_SetAttribute(music, SOUND_ATTR_FIREANDFORGET, 1);
Sound_MixPlay(music);
Does anyone know of a bit of sample code that loads a sound file once
and allows for playing it again and again without reloading it?
I think that not having to reload a file would be a lot faster than
reloading it.
Can someone please direct me to a good site explaining this or at
least tell me if what I want to do is not possible?
Thanks in advance.
-Trevor
http://www.lackeyccg.com