// newSoundMaker creates a noise using the given sound. // It conforms to the the SoundMaker interface. func newSoundMaker(s *data.Sound) *soundMaker { if s == nil { return nil } var source uint32 al.GenSources(1, &source) al.Sourcei(source, al.BUFFER, int32(s.Buffer)) return &soundMaker{source: source} }
// 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 != nil { defer al.CloseDevice(dev) // create a context on the device. if ctx := al.CreateContext(dev, nil); ctx != nil { defer al.MakeContextCurrent(nil) 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. sound := &data.Sound{} loader := data.NewLoader() loader.Load("bloop", &sound) if sound == nil { log.Printf("au: error loading audio file", "bloop") return } // copy the audio data into the buffer tag := &autag{} format := tag.audioFormat(sound) if format < 0 { log.Printf("au: error recognizing audio format") return } al.BufferData(buffer, int32(format), al.Pointer(&(sound.AudioData[0])), int32(sound.DataSize), int32(sound.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 err := al.GetError(); err != 0 { log.Printf("au: OpenAL error ", err) 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") }