- COPYRIGHT & LICENSE
use SDLx::Sound; my $snd = SDLx::Sound->new(); # loads and plays a single sound now $snd->play('myfile.wav'); # load a single file $snd->load('theSound.aif'); # plays it or all loaded files $snd->play(); # more sounds my %files = ( chanell_01 => "/my_sound1.wav", chanell_02 => "/my_sound2.ogg" ); # times sounds bangs my %times = ( chanell_01 => 0, # start chanell_01 => 1256, # miliseconds chanell_02 => 2345 ); # Load files in channels for realtime play $snd->load(%files); # sets sound channel_01 loudness $snd->loud('channel_01', 80); # loud at 80% $snd->play(%times); # play loaded files at times $snd->play; # play again # plays sound channel_01 at 578 miliseconds from now $snd->play('channel_01', 578); # fades sound $snd->fade('channel_02', 2345, 3456, -20); # in a single act do the wole Sound my $snd = SDLx::Sound->new( files => ( chanell_01 => "/my_sound1.wav", chanell_02 => "/my_sound2.ogg" ), loud => ( channel_01 => 80, channel_02 => 75 ), times => ( chanell_01 => 0, # start chanell_01 => 1256, # miliseconds chanell_02 => 2345 ), fade => ( chanell_02 => [2345, 3456, -20] ) )->play();
You can think about the SDLx::Sound at 2 aproaches.
- * A simple sound or
- * The sound of your game or app.
Your application will say what the best aproach.
In a taste that resembles to perl and to SDL, our SDLx:Sound hooks at SDL::Audio and SDL::Mixer with a gracefull and simple interface that can offer to monks a modern perlish way to manage sounds.
An SDLx::Sound object can load sounds from filesystem, play it, adjust this loudness level or stops the sound.
Each sound will play in the next available channel, so it can be handled isolately.
Returns a new instance of SDLx::Sound
Play a file
COPYRIGHT & LICENSE
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.