i'm using VC++ 6.0 to build a shooting game and i need to know how to play two wav file at a time. One for the background music and the other for the shooting sound ....
Playing a single sound file is straightforward ( there are numerous examples in forums etc) but if you aim at multiple channels, things get more complicated. At least on some Series60 devices you will have to mix the sound streams yourself.
Can i use this CoeSoundPlayer : cause i saw that there is this PlaySoundNow() -> Plays the specified sound, interrupting any other sound that is currently playing. Or CMdaAudioOutputStream : SetAudioPropertiesL() that changes the sample rate and number of channels.
I very new in using C++ so i not very sure how this function works.... or how to use them......
Hi, I followed Zeep's tutorial, and made mixing done in two days. Even I ported my PC mod player into EPOC.
The task is very similar to sound players for old SoundBlaster cards, where you had to set up single circular playback buffer using DMA and feed it with data. Of course, settings are different, but principle is the same.
It's even easier that you have to deal only with 16 bits (no 8-bit sound hw support).
Forum posts: 363
Playing a single sound file is straightforward ( there are numerous examples in forums etc) but if you aim at multiple channels, things get more complicated. At least on some Series60 devices you will have to mix the sound streams yourself.
Regards,
Pawel
Forum posts: 37
I am trying to write a mixer for s60, anybody intereted in work together?
And now, I am studying the audio engine `SIDPLAY' ...
Cheers,
OuseKa
ouseka
Forum posts: 26
PlaySoundNow() -> Plays the specified sound, interrupting any
other sound that is currently playing.
Or CMdaAudioOutputStream
changes the sample rate and number of channels.
I very new in using C++
or how to use them......
Forum posts: 37
Read the topics posted by zeep, then you can have your idea
http://newlc.com/forums/viewtopic.php?t=82
ouseka
ouseka
I followed Zeep's tutorial, and made mixing done in two days. Even I ported my PC mod player into EPOC.
The task is very similar to sound players for old SoundBlaster cards, where you had to set up single circular playback buffer using DMA and feed it with data. Of course, settings are different, but principle is the same.
It's even easier that you have to deal only with 16 bits (no 8-bit sound hw support).
Have fun.
Michal