int tim = 0 ; /* My periodic event timer. */
- slEnvelope pitch_envelope ( 3, SL_SAMPLE_LOOP ) ;
- slEnvelope p_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
- slEnvelope volume_envelope ( 3, SL_SAMPLE_LOOP ) ;
-
while ( SL_TRUE )
{
-
- tim++ ; /* Time passes */
+ tim++ ; /* Time passes */
if ( tim % 200 == 0 ) sched.playSample ( s1 ) ;
if ( tim % 180 == 0 ) sched.playSample ( s2 ) ;
if ( tim % 150 == 0 ) sched.playSample ( s3 ) ;
if ( tim % 120 == 0 ) sched.playSample ( s4 ) ;
- if ( tim == 60 ) {
- // introduce an envelope for our engine noise after 10 seconds
-
- pitch_envelope.setStep ( 0, 0.0, 1.0 ) ;
- pitch_envelope.setStep ( 1, 5.0, 2.0 ) ;
- pitch_envelope.setStep ( 2, 10.0, 1.0 ) ;
-
- p_envelope.setStep ( 0, 5.0, 2.0 ) ;
-
- volume_envelope.setStep ( 0, 0.0, 1.0 ) ;
- volume_envelope.setStep ( 1, 5.0, 2.0 ) ;
- volume_envelope.setStep ( 2, 10.0, 1.0 ) ;
-
- // scheduler -> playSample ( my_sample ) ;
- sched.addSampleEnvelope( s, 0, 0, &p_envelope, SL_PITCH_ENVELOPE );
- sched.addSampleEnvelope( s, 0, 1, &volume_envelope, SL_VOLUME_ENVELOPE);
- }
-
-
/*
For the sake of realism, I'll delay for 1/30th second to
simulate a graphics update process.