Nintendo 3DS >> C/C++ >> SDL v1.2

Load Effect from Memory


參考資訊:
1. libctru doc
2. 3ds-examples

說明:

API
Mix_Chunk* Mix_LoadWAV_RW(SDL_RWops *src, int freesrc)

main.c

#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#include <SDL_mixer.h>
 
#include "hex_wav.h"
#include "hex_effect.h"
 
int main(void)
{
    SDL_RWops *rw = NULL;

    SDL_Init(SDL_INIT_AUDIO);
    Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 4096);

    rw = SDL_RWFromMem(hex_wav, sizeof(hex_wav));
    Mix_Music *music = Mix_LoadMUS_RW(rw);
    rw = SDL_RWFromMem(hex_effect, sizeof(hex_effect));  
    Mix_Chunk *effect = Mix_LoadWAV_RW(rw, 1);

    Mix_PlayMusic(music, 1);
    Mix_PlayChannel(-1, effect, 0);
    SDL_Delay(3000);

    Mix_HaltMusic();
    Mix_FreeChunk(effect);
    Mix_FreeMusic(music);
    Mix_CloseAudio();
    SDL_Quit();
    return 0;
}


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