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NAMESDL::Mixer::Samples - functions for loading sound samplesCATEGORYMixerMETHODSget_num_chunk_decodersmy $num_decoders = SDL::Mixer::Samples::get_num_chunk_decoders(); Returns the number of available decoders. get_chunk_decodermy $decoder = SDL::Mixer::Samples::get_chunk_decoder( $num_decoder ); Returns the decoder for the given id. load_WAVmy $mix_chunk = SDL::Mixer::Samples::load_WAV( $file ); "load_WAV" reads a file and passes it to SDL::Mixer::Samples::load_WAV_RW. SO this is a quick way to load a file into a chunk. Example: my $chunk = SDL::Mixer::Samples::load_WAV('sample.wav'); SDL::Mixer::Channels::play_channel(-1, $chunk, -1); SDL::delay(2000); load_WAV_RWmy $mix_chunk = SDL::Mixer::Samples::load_WAV_RW( $rwops, $free ); "load_WAV_RW" is a macro that loads a sound sample from a a block of memory. It supports WAVE-, MOD-, MIDI-, OGG- and MP3 files (sometimes depends on compilation options). It accepts two arguments, the first being a RWops object from which to read and the second being a flag to free the source memory after loading is complete or not. Returns a Mix_Chunk containing the whole sample on success, or "undef" on error. Note: Do not reuse the RWops-object for another call to this function! Example: my $rwops = SDL::RWOps->new_file('sample.wav', 'r'); my $chunk = SDL::Mixer::Samples::load_WAV_RW($rwops, 0); SDL::Mixer::Channels::play_channel(-1, $chunk, -1); SDL::delay(2000); quick_load_WAVSDL::Mixer::Samples::quick_load_WAV( $buf ); to be documented. quick_load_RAWSDL::Mixer::Samples::quick_load_RAW( $buf, $len ); to be documented. volume_chunkmy $volume_before = SDL::Mixer::Samples::volume_chunk( $chunk, $new_volume ); "volume_chunk" let you set and get the volume of a chunk. When a chunk is created is volume is "MIX_MAX_VOLUME" (128). If you pass "-1" as $new_volume you just get its volume without changing it. AUTHORSSee "AUTHORS" in SDL.
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