#include "./game.h"
#include "./lt.h"
#include "./path.h"
+#include "./point.h"
+#include "./sound_sample.h"
+#include "./sound_medium.h"
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
print_error_msg(ERROR_TYPE_SDL2_MIXER, "Could not initialize the audio\n");
RETURN_LT(lt, -1);
}
-
PUSH_LT(lt, 42, Mix_CloseAudio_lt);
+ Mix_AllocateChannels(16);
+
+ Mix_Chunk * sound_samples[] = {
+ PUSH_LT(lt, Mix_LoadWAV("./sounds/nothing.wav"), Mix_FreeChunk),
+ PUSH_LT(lt, Mix_LoadWAV("./sounds/something.wav"), Mix_FreeChunk)
+ };
+ const size_t sound_samples_count = sizeof(sound_samples) / sizeof(Mix_Chunk*);
+
+ sound_medium_t *sound_medium =
+ PUSH_LT(lt, create_sound_medium(sound_samples, sound_samples_count), destroy_sound_medium);
+
+ sound_medium_play_sound(sound_medium, 1, vec(0.0, 0.0));
+
// ------------------------------
char *sounds_folder = PUSH_LT(lt, base_path_folder("sounds"), free);
if (sounds_folder == NULL) {
+ print_current_error_msg("Could not get the sounds folder");
RETURN_LT(lt, -1);
}
- game_t *const game = PUSH_LT(lt, create_game(argv[1], sounds_folder), destroy_game);
+ game_t *const game = PUSH_LT(lt, create_game(argv[1]), destroy_game);
if (game == NULL) {
print_current_error_msg("Could not create the game object");
RETURN_LT(lt, -1);