// au demonstrates basic audio library, vu/audio/al, capabilities. // It checks that OpenAL is installed and the bindings are working // by loading and playing a sound. func au() { al.Init() // map the bindings to the OpenAL dynamic library. // open the default device. if dev := al.OpenDevice(""); dev != 0 { defer al.CloseDevice(dev) // create a context on the device. if ctx := al.CreateContext(dev, nil); ctx != 0 { defer al.MakeContextCurrent(0) defer al.DestroyContext(ctx) al.MakeContextCurrent(ctx) // create buffers and sources var buffer, source uint32 al.GenBuffers(1, &buffer) al.GenSources(1, &source) // read in the audio data. ldr := load.NewLoader() wh, data, err := ldr.Wav("bloop") if err != nil { log.Printf("au: error loading audio file %s %s", "bloop", err) return } // copy the audio data into the buffer tag := &autag{} format := tag.audioFormat(wh) if format < 0 { log.Printf("au: error recognizing audio format") return } al.BufferData(buffer, int32(format), al.Pointer(&(data[0])), int32(wh.DataSize), int32(wh.Frequency)) // attach the source to a buffer. al.Sourcei(source, al.BUFFER, int32(buffer)) // check for any audio library errors that have happened up to this point. if openAlErr := al.GetError(); openAlErr != 0 { log.Printf("au: OpenAL error %d", openAlErr) return } // Start playback and give enough time for the playback to finish. al.SourcePlay(source) time.Sleep(500 * time.Millisecond) return } log.Printf("au: error, failed to get a context") } log.Printf("au: error, failed to get a device") }
// Implement Audio. func (a *openal) PlaySound(snd uint64, x, y, z float64) { al.Source3f(uint32(snd), al.POSITION, float32(x), float32(y), float32(z)) al.SourcePlay(uint32(snd)) }