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📄 openalmanager.cpp

📁 游戏音频程序设计-Beginning.Game.Audio.Programming
💻 CPP
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// OpenALManager.cpp: implementation of the COpenALManager class.
//
//////////////////////////////////////////////////////////////////////

#include <alut.h>
#include <stdio.h>

#include "OpenALManager.h"
#include "ErrorHandling.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

namespace AudioEngine {

COpenALListener COpenALManager::m_Listener;

COpenALManager::COpenALManager()
{

}

COpenALManager::~COpenALManager()
{

}

void COpenALManager::Init()
{
  alutInit(0, NULL);

  alGetError(); // clear error code

}

void COpenALManager::UnInit()
{
  alutExit();
}

COpenALBufferPtr COpenALManager::CreateBufferAndLoadWave(std::string filename)
{
  COpenALBuffer *newbuffer = new COpenALBuffer();
  unsigned int newid;

  alGenBuffers(1, &newid);
  if (alGetError() != AL_NO_ERROR) {
    Throw("COpenALManager::CreateBuferAndLoadWave: error generating AL buffer.");
  }

  newbuffer->m_ID = newid;
  newbuffer->LoadWave(filename);
  return(COpenALBufferPtr(newbuffer));
}

COpenALSourcePtr COpenALManager::CreateSource(COpenALBufferPtr linktobuffer)
{
  COpenALSource *newsource = new COpenALSource();
  unsigned int newid;
  alGenSources(1, &newid);
  if (alGetError() != AL_NO_ERROR) {
    Throw("COpenALManager::CreateSource: error generating AL source.");
  }
  
  newsource->m_ID = newid;
  newsource->LinkToBuffer(linktobuffer);
  return(COpenALSourcePtr(newsource));
}






} // namespace

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