Nintendo 3DS >> C/C++ >> SDL v1.2
Load Effect from Memory
參考資訊:
1. libctru doc
2. 3ds-examples
說明:
API |
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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; }