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includesound
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example.c
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1995-02-27
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13KB
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241 lines
/***********************************************************/
/* */
/* Amiga C Encyclopedia (ACE) V3.0 Amiga C Club (ACC) */
/* ------------------------------- ------------------ */
/* */
/* Book: ACM Sound Amiga C Club */
/* Chapter: IncludeSound Tulevagen 22 */
/* File: Example.c 181 41 LIDINGO */
/* Author: Anders Bjerin SWEDEN */
/* Date: 92-05-10 */
/* Version: 1.15 */
/* */
/* Copyright 1992, Anders Bjerin - Amiga C Club (ACC) */
/* */
/* Registered members may use this program freely in their */
/* own commercial/noncommercial programs/articles. */
/* */
/***********************************************************/
/* IncludeSound allows you to include the sound files as normal source */
/* code which is then compiled and linked together with your own programs. */
/* (Use the "PrintSound" program to convert sound files into source code.) */
/* The advantage with this compared to use EasySound is that your program */
/* do not need to load any sound files which means your programs will be */
/* faster. Since you do not need to load any sound files your program will */
/* also be smaller. Finally, since the sound is included with the program */
/* itself you do not need to include a lot of extra files together with */
/* your program, and your program will be more "portable". */
/* */
/* Note that you should only use IncludeSound in programs that use short */
/* samples. If you use long ones (several seconds or so) it is best to */
/* stick to EasySound. Even short samples seems to generate very large */
/* files when converted to source code. (However, once the file has been */
/* compiled it will not use more memory than normal.) */
/* */
/* IncludeSound is specially intended for programs that only use some */
/* small sound effects that does not need to be replaced. You can of course */
/* combine IncludeSound with EasySound in order to have some samples */
/* fixed (included in the program itself) and some "lose". If you want to */
/* do this you should only link your program with the EasySound.o module. */
/* (IncludeSound.o is exactly the same as EasySound.o except that all */
/* sound loading routines have been removed.) */
/* */
/* */
/* I N S T R U C T I O N S */
/* ----------------------- */
/* */
/* 1. Convert the sound file into source code with help of the PrintSound */
/* program. */
/* */
/* PrintSound > "output file" "sound file" "name of array" */
/* */
/* Example: "PrintSound > RAM:Data Explosion.snd Bang" */
/* */
/* PrintSound will load file "Explosion.snd", and print the sound */
/* data in file "RAM:Data". The SoundInfo structure will be called */
/* "Bang". */
/* */
/* */
/* 2. Include the file PrintSound has generated into your own program. */
/* */
/* */
/* 3. Use the function PlaySound() to play the sound date. */
/* */
/* Synopsis: ok = PlaySound( ptr, vol, cha, pri, drate, times, ddata, */
/* time, wait ); */
/* */
/* ok: (BOOL) If the sound was played successfully TRUE is */
/* returned, else FALSE. */
/* */
/* ptr: (struct SoundInfo *) Pointer to the SoundInfo structure which */
/* has been generated by PrintSound. */
/* */
/* vol: (UWORD) Volume, 0 to 64. */
/* */
/* cha: (UBYTE) Which channel should be used. (LEFT0, RIGHT0, */
/* RIGHT1 or LEFT1) */
/* */
/* pri (BYTE) What sound priority should be used. For normal sound */
/* effects, set the priority to "SOUND_PRI_EFFECT". See file */
/* "IncludeSound.h" for a complete list of recommended priorities. */
/* */
/* drate: (WORD) Delta rate. When the sound is prepared, the record */
/* rate is automatically stored in the SoundInfo structure, */
/* so if you do not want to change the rate, write NORMALRATE. */
/* */
/* times: (UWORD) How many times the sound should be played. If you */
/* want to play the sound forever, write NONSTOP. (To stop a */
/* sound call the function StopSound().) */
/* */
/* ddata: (ULONG) Where in the sound data we should start to play. (If */
/* you want to start at the beginning of the sound data set ddata */
/* to 0.) */
/* */
/* time: (ULONG) For how long time the sound should be played. If you */
/* want to play all of the sound data set time to 0. */
/* */
/* wait: (BOOL) If you want that the program waits for the sound to */
/* to be completed set the flag "WAIT". If you do not want to */
/* wait for the sound to be completed, set the flag "DO_NOT_WAIT". */
/* */
/* */
/* 4. Remember to "stop" all sound channels you have used before your */
/* program terminates. Use the function StopSound(). */
/* */
/* Synopsis: StopSound( channel ); */
/* */
/* channel: (UBYTE) The audio channel that should be stopped. (LEFT0, */
/* LEFT1, RIGHT0 or RIGHT1.) */
/* */
/* 5. Compile your program as normal, and when you link it include the */
/* file "IncludeSound.o". (See file Example.lnk for more information.) */
/* */
/* */
/* ------------------------------------------------------------------------- */
/* Special thanks to Michael Loughman who wrote to me about his excellent */
/* idea to "include" sound. */
/* ------------------------------------------------------------------------- */
/* Include some important header files: */
#include <exec/types.h> /* Declares CPTR, BOOL and STRPTR. */
#include "IncludeSound.h" /* Declares LEFT0, LEFT1, RIGHT0, etc. */
/************************************/
/* SoundData prepared by PrintSound */
/* Anders Bjerin Amiga C Club */
/* */
/* File name: Beep.snd */
/* Record Rate: 10100 */
/* File Length: 602 */
/************************************/
BYTE chip Beep_data[]=
{
4,11,9,0,-11,-9,3,15,17,-6,-34,
-31,22,93,63,-20,-106,-85,0,104,84,-9,
-98,-68,17,114,57,-42,-109,-33,61,101,9,
-88,-95,7,101,46,-39,-109,-33,60,114,14,
-79,-79,19,112,46,-53,-111,-20,73,104,3,
-95,-80,22,111,36,-57,-111,-19,84,96,-11,
-103,-63,34,114,23,-71,-107,-7,90,82,-15,
-106,-55,47,119,22,-69,-103,-4,98,87,-20,
-107,-53,46,117,20,-77,-103,1,100,73,-25,
-111,-47,58,122,17,-77,-96,6,111,66,-26,
-107,-39,60,122,22,-79,-93,19,117,53,-39,
-109,-23,82,115,3,-90,-74,30,122,41,-57,
-111,-14,85,100,-6,-103,-68,42,123,28,-61,
-109,-11,93,101,-9,-103,-61,41,123,28,-68,
-106,-3,96,92,-11,-107,-58,52,123,19,-73,
-100,0,104,87,-20,-109,-49,55,119,12,-85,
-96,11,111,73,-25,-114,-41,68,115,4,-88,
-85,15,119,65,-38,-114,-30,73,112,4,-93,
-87,23,119,50,-42,-111,-25,79,114,3,-92,
-82,22,120,47,-52,-114,-19,82,107,-1,-100,
-73,38,122,28,-66,-101,-6,100,92,-25,-111,
-46,58,119,9,-88,-92,14,114,63,-36,-115,
-33,76,109,-4,-96,-76,23,127,58,-44,-115,
-26,76,103,0,-96,-85,19,119,57,-38,-114,
-34,74,103,-4,-96,-77,25,122,44,-57,-112,
-14,88,84,-19,-109,-61,47,123,23,-74,-103,
6,109,57,-44,-117,-33,69,111,6,-95,-88,
25,117,39,-53,-119,-25,85,100,-7,-104,-74,
33,123,36,-61,-115,-9,93,84,-15,-111,-63,
52,122,19,-73,-106,6,111,61,-33,-114,-38,
68,114,7,-84,-88,23,117,44,-50,-114,-17,
88,93,-4,-101,-76,41,120,28,-60,-107,-6,
103,80,-19,-109,-58,50,122,23,-71,-101,7,
109,68,-22,-111,-52,65,119,12,-79,-88,19,
120,58,-41,-114,-28,80,101,-1,-98,-73,42,
122,30,-61,-107,-4,106,77,-26,-106,-39,71,
109,7,-88,-88,30,119,42,-49,-109,-14,100,
92,-11,-101,-66,47,119,33,-63,-107,-1,103,
73,-22,-106,-49,69,109,11,-80,-90,22,111,
49,-46,-106,-22,84,88,-4,-92,-68,52,107,
23,-63,-95,3,101,66,-28,-98,-36,69,95,
7,-79,-69,38,100,31,-53,-87,-3,85,63,
-26,-88,-38,58,88,14,-68,-73,20,87,41,
-38,-80,-17,68,63,-14,-73,-42,42,79,22,
-50,-63,11,73,44,-25,-68,-22,53,65,0,
-58,-44,26,69,28,-41,-61,-3,58,46,-15,
-65,-38,34,65,17,-42,-53,3,57,38,-23,
-55,-17,41,49,-1,-52,-41,25,61,22,-38,
-58,-6,60,53,-7,-60,-39,31,68,25,-39,
-65,-4,57,47,-11,-60,-36,34,57,11,-44,
-58,-1,55,41,-12,-55,-31,30,53,17,-33,
-50,-4,44,39,-3,-42,-30,19,41,12,-26,
-36,-3,34,31,-3,-34,-28,7,42,20,-12,
-28,-9,17,22,1,-19,-15,3,15,7,-9,
-14,-3,9,9,-1,-7,-4,3
};
struct SoundInfo Beep=
{
Beep_data, /* WaveForm Buffers */
10100, /* Record Rate */
602 /* WaveForm Length */
};
/************************************/
/* End of sound: Beep.snd */
/************************************/
/* Declare the functions in this module: */
void main();
void main()
{
int loop;
printf("\nINCLUDE-SOUND\n");
printf("Amiga C Club (ACC)\nAnders Bjerin\nTulevagen 22\n");
printf("181 41 LIDINGO\nSWEDEN\n\n");
for( loop=0; loop < 10; loop++ )
{
/* Play the sound: NOTE! Do NOT forget to put a "&" sign infront */
/* of the structure name! */
if( PlaySound( &Beep, MAXVOLUME, RIGHT1, SOUND_PRI_EFFECT,
NORMALRATE, ONCE, 0, 0, DO_NOT_WAIT ) )
printf( "OK!\n" );
else
printf( "ERROR!\n" );
/* Wait one second... */
Delay( 1 * 50 );
}
/* Remember to stop all sound channels you have used! */
StopSound( RIGHT1 );
}