Well it's me again. Just letting everyone know that I have simple audio working. I just did the following session:
from adonthell import audio
audio.init("sdl")
a = audio.sound("/opt/ut2004/Music/KR-Ghosts-of-Anubis.ogg")
b = audio.sound("/usr/share/gcompris/boards/sounds/level.ogg")
a.play()
b.play()
a.stop()
Right now I'm starting to look at how to integrate this better with the
rest of the code. For example, I know we don't want to be passing
full path names to load sounds. I think there is enough examples
to pull from that I should be able to figure this out on my own.
But I do have a couple questions.
One, I want to make sure that the end audio API is consistent with the
"vision" (TM). I've looked through the wiki and some of the other
documentation and I haven't found anything specific. So what I'm
heading towards is an API that let's you control playing/manipulating
sounds. Basically the low-level stuff you would need to implement
some of the other ideas that are around. Right now I'm
envisioning something similar to above, with a few added pieces.
(event at the end of a sound, positional location, and a caching
mechanism come to mind) Am I already way off track?
Two, I started adding an way to hook to an event on the end of the
sound. I found to base event classes. one in event/event.h
and one in input/event.h. I wasn't sure if I was supposed to use
the one in event, or do the same thing input does and create my own
event base class.