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Print initialized zip

hello all and welcome to a new video on code tech tutorials today we're going to be talking about programming with the open al library this is a sound library in this very first tutorial we're only going to go over the basics we're going to basically get to playing small sound effects so if that's all you want for your game is to play sound effects like jump sounds attack sounds or whatever this first tutorial will probably be enough for you but what open l can do is a lot of tuning distance and making reverb and all kinds of effects and 3d sounds positional sounds for surround sound so that if you're in a 3d world or you want sounds to change as they get further away from your character and so you can tell they're on your left and right and all that sort of stuff open ale can do all of that and we will get into that in some of the later tutorials but in this first one we're simply going to be setting up devices like just making sure it actually finds your sound devices loading up a small sound effect and playing it back on your speakers and first of all i just want to show you some of the references i used to get started just in case you get stuck and this video isn't enough or whatever it may be then matrix made a video tutorial a while back let's see here it's like from 2016 and they're not bad there's only four videos that's probably about how many i'll do two four or five but his are in the lightweight java game whatever it's a job i basically have to translate it to c plus plus code and it's a little different there's their main website just openale.org which has a whole lot of stuff and a whole lot of info about it there's also indie game net a complete guide to opening with c plus now this guide is actually pretty good i will say but this first guide this isn't about playing a sound this is about do you know template meta programming because if you don't you're not going to understand this code which most new programmers don't and it takes a while to kind of get a grasp on that sort of thing so i think this tutorial while it is really good technically the assumed knowledge is a bit high for new coders and i feel like tutorials should be guided at new coders so yeah sure you can copy paste all this code in it'll probably work but you're not going to understand it and that's where things get ugly because yeah there's this template uses enable if which is a bit difficult to understand especially for new coders so i'm going to do all mining in a very simple base of code so yeah no template meta programming and what i'm going to do here and that's going to be the big difference but other than that actually this uh this guide here really helped me so if you're already pretty advanced maybe going through this guide would be better than my videos i'm not sure that's up to the individual and let's see what else is there okay well they have a github repo open al soft and in here of course is all the code in the library so you can compile and link the library yourself we're going to be using vc package manager though which is basically going to pull down this and link it it is important to know that they do have examples and in these examples you will find some pretty good like bits of code if you're used to like opengl already this is probably not that bad one of the big things in here that i used that i didn't really see elsewhere was the in their loader they have a they have a pretty nice set of stuff for loading sounds and i'll go through that when we get to the code so this is just another good resource if you get totally stuck or just want more examples you know there's a lot of options for sounds but i'm just going to be using some from opengameart.org because they have some that we're allowed to use basically and we'll use some spell sounds to play around a little bit here with the code oh last but not least there is the openal programmers guide and this is huge it's 142 pages so yeah you can really print out this book if you want but it's basically got everything about the library it's it's a lot there's a lot you can do with this library here we are going to be using microsoft visual studio and we are going to be linking this library with vc package manager i have a lot of videos on libraries on my channel the vc package manager is probably the quickest and easiest way to get it all linked and ready but you can manually do it i've done videos on how to manually do it you can download it from github compile and link it yourself or you could do the vc package manager stuff which i'm going to do so i'm just going to launch my command prompt go to where i have vc package manager my last video right before this is one on vc package manager so if you're completely lost on that you can follow that or just search search it and there's some decent documentation on how to get started but with windows this makes it really easy we're just going to be sticking with windows and some really the most popular develop environment visual studio so all right let me do this okay so what you want to do is vc pkg search open al and you'll see you get open al soft so this is what you want to install you also of course want to make sure you get the right version we're going to be doing all 64-bit so we want to make sure we get the 64-bit library so we'll just do vc pkg install openal soft x-64 dash windows oh i spelled install with the knee apparently there we go already installed so this when you do this the first time it'll take a while it'll compile and set everything up another thing you want is well let's see vcpkg search sound file snd file we're going to be using this to load the data from a sound file basically to just get that binary bit of sound so open ale needs to know about your sound somehow sure you could do it manually with c plus plus code and actually one of those tutorials he actually has some code in here and how to do it manually but it's uh this live sound file will do it all for us so it's just going to be a lot easier for a new user so we want to install that too x64 windows and i've already installed it so it will launch visual studio we're just going to do a new just a new project let's do a brand new project we're going to start it empty and we'll just call this open it al impl for implementation and i will host this so if you can't be bothered to watch a video and the walkthrough of how everything goes you could just go straight to the link i just ask that you give this video a thumbs up before you leave if you're going to do that all right so we get a new solution let's just set up some stuff initially we said we wanted to do 64. so let's switch this up here to 64 to make sure it compiles with that and uses our 64-bit libraries so we have our solution over here and i'm going to click show all files so i can see everything and there's no files because this is an empty blank project so what we're going to do here is we're just going to add let's see how do we want to do this that's that's the question so it's just going to be a standalone app but i'll make classes of all the stuff we need a main so let's make a main of course we need in maine earn zero so let's make the classes so i'm going to go over here add some new classes new class and we're going to be have one called sound device and this one is basically going to initialize our audio i'm going to just hide my cam type all this out and then i'll explain it after the fact [Music] okay now that we've got a sound device coded up what we can do here is just go over this real quick i made it a singleton this doesn't have to be a single 10 but often it makes sense for this to be a singleton because you don't want to have multiple instantiations of this because this initializes our sound device if you have multiple sound devices and want to initialize them differently yeah you might want to not make the singleton because ultimately pass oh this uh null pointer to open device it gets whatever the default is so you can actually query and pass in a string of the name of the device you want to open if it's different than your default but in our case we're only going to open our default device we might talk about switching devices later there's some code actually on this tutorial here about it about getting the different ones so just fyi get available devices so here's some code right here that returns a vector of all your devices so you can go over those and then pass one of these device names instead of no pointer to open that device but we're not going to do that we're sticking with null pointer in this particular tutorial so next we just wanted to set up a sound buffer let's go ahead and get to coding up a sound buffer [Music] don't [Music] hey [Music] okay now we've got all this sound buffer coded up so i will just walk through in the header we have well this is yet again a singleton because we want to keep track of all our sound buffers with this one class to manage everything we've uploaded uh to our memory so that way if we want to unload some sounds we can do that and if we you know we i just don't want to have multiple classes handling it to use this class you just need to call the static get method and that will initialize it which it doesn't really need to do anything to initialize the device that's already initialized that's handled by this other class so anytime we load up a new sound effect we're going to add it to this vector of once we've loaded anytime we remove a sound effect that we're going to remove from this vector and whenever this class gets deleted so when we exit our program we're going to delete all the buffers so this delete buffers removes it from memory and that's going to just take care of all of them at once so to walk through some of these functions okay there's the gets pretty standard static method so our add sound effect now this is actually copied from someone else because i don't necessarily think that i can do it better easily so i'll just show you where i've got that from that is actually from this open ale soft examples and if you go to this play one they have you see they use sound file here which is what i'm using as well and they have a load sound function i'm using essentially the same function which basically just grabs the sound file from this file name and uploads the data and then returns the access integer so that's where that came from i like it a lot better than the one on indiegamedevnet.net it's a little simpler with that library so we got all everything we need here just as temporary stuff i did have to make a few changes here from that for this to work because there was a few things that didn't want to compile here this one here this buffer is going to be our return value and we've got some error in formatting just so we can make sure it gets uploaded properly because this checks all of that so the first thing we do is we use that sound file library to open it make sure it doesn't fail make sure it has actual frames and we check the format here to make sure it's a good format then we allocate all that memory into our member pointer now i had to do the static cast short because it was throwing an error it's probably just my compiler here it didn't like having a void pointer assigned to this short pointer so the static cast short was uh one change i made that was necessary short star rather not just short then we just go through the rest of the stuff we need to upload but here's where it actually uploads we generate a buffer that is this integer here and then we upload our data with this buffer data so anytime you upload a new sound you need to generate a buffer and then you need to buffer the data as you see this takes the format the min buff of the actual data how many bytes and the sample rate and then after all that's done or we can free this member because it's already been uploaded and then we can close our sound file and then it does a last check for errors we're going to add that buffer this buffer is just the unsigned integer that we need to know about to access it to access our sound so we're going to push that onto our vector so that we have a list of known buffers that are currently uploaded and then we are going to return our buffer so that we can actually use it in our program so we need to save that somewhere and let's see remove sound effect all this does here is if you want to unload a sound effect from memory you can just pass it which buffer you want to remove and it goes it goes ahead and calls delete buffer on the one if it finds it and we're also going to erase it from our vector and return true if it was able to erase it return false if it was not able to erase it and also here we have a destructor that deletes them all once i think i already talked about that okay so in our main to actually load a sound this is going to return the sound buffer class and then this adds which then allows us to call this add sound effect and this add sound effect is going to return a integer an unsigned in so it's a uns 32t which is what the uh al uint is it's a 32-bit unsigned integer and we'll just call this sound one so let's actually get a sound here i've got a whole bunch of sounds already downloaded all right well we could use any of these these are all just og files and these are actually from sound starter pack from opengamer there's a whole bunch of them you can unpack them you can use any of them but we just want to get the actual path to one of these so it'll be like so that should handle getting the sound so at this point we actually hit play on our program just to make sure it compiles we could do a got here just to show that we went through the code without any errors so just uh just to make sure it actually runs we can go ahead and do this but the last part here is coming up and that's actually playing the sound i will show you how to do that here in a second okay starting it does say it opened on my high definition audio speakers that's my default device and i got a could not open download spell and it looks like it's because this backslash if we're doing this backslash we need two of them otherwise it's it's doing something else there we go he didn't throw an error in loading the sound so it did actually load the sound that time and now the last thing we want to do is actually play the sound and to do that we need a sound source which is basically like a speaker later on we will have listeners as well this is a 3d sound library so what you can do and what we will get into later is positioning sound and when you position sound you need to know where the listener is but we're not going to mess with listeners on this tutorial we're just going to get a source and it's going to sound like a general sound coming from your speakers it's not going to be positioned alright so let's do it let's make a source [Music] friends [Music] okay we've got that all implemented now all we need to do is make a sound source we'll just call it my speaker i guess actually that's all we need to do boot it of course and we'll go my speaker dot play and we want to play the sound one that we loaded up so if we run this right now the program is going to exit immediately because it's going to fly through all this and this actually does it on a separate thread natively that's just how open ale works it'll play the sound using its own threads it'll it'll handle all that for you but if you exit your program right after you play you're not really going to hear the sound you're just going to return 0 right away so usually have this in a loop you know with your game or whatever running so you actually hear your sound but in our case here i'm going to have to put in a little hack so in my sound source let me walk through this code and i'll get to the get to the hack it's this code i commented out that is sort of the uh the okay so pretty standard class here when we play it all we need is the uh which buffer to play so it needs to know how to access it or which one access in the memory of uploaded stuff this has to be one that's been uploaded now we're holding some private variables and these are just like like your your speaker variables basically for the sound i guess some of it would be like a mixer board type thing because you have a pitch we're just leaving it the fault of one pitch so it's not like slowed down or sped up and we have a gain which is basically your volume volume one is the default it'll play as it is and we have positions we're just setting these all to zero right now this is basically the location of your speaker we'll mess with that in later tutorials velocity here velocity is uh for moving sounds basically uh we'll get into that more later but we're not going to have it moving so it's just zero so you can basically have it like going in a direction for maybe a car whizzing by and whether we want to loop the sound or not we're going to keep this fall so we just want to play it once and this source is stored variable basically this speaker is also uploaded into memory and the only thing we have to access it is this you integer in this buffer here is basically what we've last played if it's zero hasn't played anything so now let's go over to the implementation to take a look when we set up this class for the first time we're going to populate this source so anytime you instantiate a new sound source like we did right here it goes ahead and it sets up a speaker because of this constructor so gens the source and it sets the pitch gain and everything to our defaults let's see when we destroy this class we want to delete our source which is basically our speaker here we want to delete that off the audio memory and let's see this play function is is the big one it's the main thing so when any time we hit play on the speaker we're going to tell it which buffer to play now as a bit of an optimization i like to see if it's changed then we're going to set it to whatever you told it to play and then we're gonna upload that as the buffer if it already is what you told it to play then we don't have to upload this data and just play the source so let's go ahead and give it a go about float property a little error there we'll fix that in a second okay so all that error was was uh we were buffering an integer as a flow that's this would be source i so what we want to do to make sure the sound actually plays is uh we just want to block the thread since we're not in like a loop where the program is going to continue yeah we're just going to do this little while loop while it's playing so we have a state and this sets the state as it goes and eventually it'll set to not playing i believe it and once it's anything but this plane it'll actually exit the program relaxes so now we should hear our sound if everything is going good yep there we go that was our sound so we could that's just a plain old spell we could load up any little sound effect here anything you want and you could add multiple like i don't know we could just do like sound two we could pick another spell here whatever this is magic fail sound two and then we could do sound two and they should play one after the other yeah we could do it on the same speaker it's actually fine we could also make separate speakers for these two there we go well let me know if you have any questions about this first episode i will upload the code link down below if you have any suggestions you're welcome to leave a comment but also you're more welcome to just edit the code and make a pool request so if there's something that is like terribly terribly wrong in this code that you see because i'm not perfect i love c plus plus but as with any c plus plus coder and any coder in general our code's never perfect you know if you see something you can fix cool fix it and as we go along hopefully this code can stay maintained well and look forward to episode two or i'm gonna get into the next part of this i'm not sure if i'm gonna do streaming or listening because those are those are kind of two big subjects but i'll try to cover just one subject onward from this i know this one's pretty long it's probably gonna be the longest one at least that's my intention also i do have a patreon if you want to be involved further in the community you're welcome to join that we have a private discord so if you want to talk to me every day i do check that discord daily also i'm going to put up some some threads on patreon about what the community would like me to focus on next so right now i'm basically just doing whatever i feel like as i get uh some supporters over there on patreon and put some uh some voting up about what to focus on i can actually have some guidance on where the most supportive of my community would like me to focus and whether it be libraries video editing or whatnot i will oblige uh based on how that goes thank you all for watching thank you for any and all of the support hope your coding goes well i'll see you guys in the next episode matt from codetechnatorials over and out peace guys

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