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287

answers:

2

hi>> how are you all?

i need your help

i have this code

#include <conio.h>
#include <stdlib.h>
#include <stdio.h>
#include <al.h>
#include <alc.h>
#include <alut.h>
#pragma comment(lib, "openal32.lib")
#pragma comment(lib, "alut.lib")

/*
 * These are OpenAL "names" (or "objects"). They store and id of a buffer
 * or a source object. Generally you would expect to see the implementation
 * use values that scale up from '1', but don't count on it. The spec does
 * not make this mandatory (as it is OpenGL). The id's can easily be memory
 * pointers as well. It will depend on the implementation.
 */

// Buffers to hold sound data.
ALuint Buffer;

// Sources are points of emitting sound.
ALuint Source;


/*
 * These are 3D cartesian vector coordinates. A structure or class would be
 * a more flexible of handling these, but for the sake of simplicity we will
 * just leave it as is.
 */

// Position of the source sound.
ALfloat SourcePos[] = { 0.0, 0.0, 0.0 };

// Velocity of the source sound.
ALfloat SourceVel[] = { 0.0, 0.0, 0.0 };


// Position of the Listener.
ALfloat ListenerPos[] = { 0.0, 0.0, 0.0 };

// Velocity of the Listener.
ALfloat ListenerVel[] = { 0.0, 0.0, 0.0 };

// Orientation of the Listener. (first 3 elements are "at", second 3 are "up")
// Also note that these should be units of '1'.
ALfloat ListenerOri[] = { 0.0, 0.0, -1.0,  0.0, 1.0, 0.0 };



/*
 * ALboolean LoadALData()
 *
 *  This function will load our sample data from the disk using the Alut
 *  utility and send the data into OpenAL as a buffer. A source is then
 *  also created to play that buffer.
 */
ALboolean LoadALData()
{
    // Variables to load into.

    ALenum format;
    ALsizei size;
    ALvoid* data;
    ALsizei freq;
    ALboolean loop;
    // Load wav data into a buffer.

    alGenBuffers(1, &Buffer);

    if(alGetError() != AL_NO_ERROR)
     return AL_FALSE;

    alutLoadWAVFile((ALbyte *)"C:\Users\Toshiba\Desktop\Graduation Project\OpenAL\open AL test\wavdata\FancyPants.wav", &format, &data, &size, &freq, &loop);
    alBufferData(Buffer, format, data, size, freq);
    alutUnloadWAV(format, data, size, freq);

    // Bind the buffer with the source.

    alGenSources(1, &Source);

    if(alGetError() != AL_NO_ERROR)
     return AL_FALSE;

    alSourcei (Source, AL_BUFFER,   Buffer   );
    alSourcef (Source, AL_PITCH,    1.0      );
    alSourcef (Source, AL_GAIN,     1.0      );
    alSourcefv(Source, AL_POSITION, SourcePos);
    alSourcefv(Source, AL_VELOCITY, SourceVel);
    alSourcei (Source, AL_LOOPING,  loop     );

    // Do another error check and return.

    if(alGetError() == AL_NO_ERROR)
     return AL_TRUE;

    return AL_FALSE;
}



/*
 * void SetListenerValues()
 *
 *  We already defined certain values for the Listener, but we need
 *  to tell OpenAL to use that data. This function does just that.
 */
void SetListenerValues()
{
    alListenerfv(AL_POSITION,    ListenerPos);
    alListenerfv(AL_VELOCITY,    ListenerVel);
    alListenerfv(AL_ORIENTATION, ListenerOri);
}



/*
 * void KillALData()
 *
 *  We have allocated memory for our buffers and sources which needs
 *  to be returned to the system. This function frees that memory.
 */
void KillALData()
{
    alDeleteBuffers(1, &Buffer);
    alDeleteSources(1, &Source);
    alutExit();
}




int main(int argc, char *argv[])
{
    printf("MindCode's OpenAL Lesson 1: Single Static Source\n\n");
    printf("Controls:\n");
    printf("p) Play\n");
    printf("s) Stop\n");
    printf("h) Hold (pause)\n");
    printf("q) Quit\n\n");

    // Initialize OpenAL and clear the error bit.

    alutInit(NULL, 0);
    alGetError();

    // Load the wav data.

    if(LoadALData() == AL_FALSE)
    {
        printf("Error loading data.");
     return 0;
    }

    SetListenerValues();

    // Setup an exit procedure.

    atexit(KillALData);

    // Loop.

ALubyte c = ' ';

while(c != 'q')
    {
     c = getche();

     switch(c)
    {
      // Pressing 'p' will begin playing the sample.

     case 'p': alSourcePlay(Source); break;

      // Pressing 's' will stop the sample from playing.

      case 's': alSourceStop(Source); break;

      // Pressing 'h' will pause the sample.

      case 'h': alSourcePause(Source); break;
     };

    }


    return 0;
}

and it is run will>>but i cant here any thing>>

also i am new in programong and wont to program a virtual reality sound in my graduation project >>>and start to learn opeal and vc++ but i dont how to start and from where i must begin

and i want to ask if i need to learn about API win ?? and if i need how i can learn that>>

thank you alote

and i am sorry coz of my english

A: 

I recently tried running this very same sample source code from devmaster.net as well. Make sure to change the #includes to reflect the appropriate paths to your OpenAL header files. If you are using C++ and not C, you will need to change #include <conio.h> to be #include <iostream> and use getchar() instead of getche().

Also, I've discovered that the version of alut.h that I have declares the alutLoadWAVFile function to only accept 5 parameters, not 6. The 6th parameter in this example (the loop variable) makes for too many arguments to the function (at least in my version of OpenAL).

{Edited note: Okay, I just discovered that apparently, the Windows version of OpenAL requires the 6th boolean loop parameter, while the Mac version of OpenAL does not.}

Hope this helps.

Old McStopher
A: 

you must learn vb first it is very easy and its like a door to all programming languages

dont ask
No, he doesn't need to learn VB. However, he does need to get the fundamentals down first.
Wade Williams