67 lines
2.6 KiB
Rust
67 lines
2.6 KiB
Rust
// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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use fyrox_resource::io::FsResourceIo;
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use fyrox_sound::buffer::SoundBufferResourceExtension;
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use fyrox_sound::{
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buffer::{DataSource, SoundBufferResource},
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context::SoundContext,
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engine::SoundEngine,
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futures::executor::block_on,
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pool::Handle,
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source::{SoundSource, SoundSourceBuilder, Status},
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};
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use std::{thread, time::Duration};
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fn main() {
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// Initialize sound engine with default output device.
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let engine = SoundEngine::new(SoundEngine::DEFAULT_SAMPLE_RATE).unwrap();
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// Initialize new sound context.
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let context = SoundContext::new();
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engine.state().add_context(context.clone());
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// Load sound buffer.
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let waterfall_buffer = SoundBufferResource::new_streaming(
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block_on(DataSource::from_file(
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"examples/data/waterfall.ogg",
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// Load from the default resource io (File system)
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&FsResourceIo,
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))
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.unwrap(),
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)
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.unwrap();
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// Create flat source (without spatial effects) using that buffer.
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let source = SoundSourceBuilder::new()
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.with_buffer(waterfall_buffer)
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.with_status(Status::Playing)
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.with_looping(true)
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.build()
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.unwrap();
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// Each sound sound must be added to context, context takes ownership on source
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// and returns pool handle to it by which it can be accessed later on if needed.
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let _source_handle: Handle<SoundSource> = context.state().add_source(source);
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thread::sleep(Duration::from_secs(30))
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}
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