From: Mark Phillips Newsgroups: comp.os.msdos.djgpp Subject: Re: Im not shure how to do sound Date: Fri, 16 Jul 1999 11:49:12 -0500 Organization: The University of Manitoba Lines: 65 Message-ID: References: <7mnmco$blq$1 AT autumn DOT news DOT rcn DOT net> NNTP-Posting-Host: silver.cs.umanitoba.ca Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Trace: canopus.cc.umanitoba.ca 932143758 12620 130.179.24.6 (16 Jul 1999 16:49:18 GMT) X-Complaints-To: Postmaster AT cc DOT umanitoba DOT ca NNTP-Posting-Date: 16 Jul 1999 16:49:18 GMT In-Reply-To: <7mnmco$blq$1@autumn.news.rcn.net> To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com X-Mailing-List: djgpp AT delorie DOT com X-Unsubscribes-To: listserv AT delorie DOT com Precedence: bulk Sound uses a type SAMPLE wich works very similar to the way BITMAP does. Try this: SAMPLE *my_sample; my_sample = load_sample( SND1 ); play_sample(my_sample); I think that's right. Unfortunately there's no way to tell when the sound is finished playing, so you might have to do another readkey() after this. If you really don't want to have that readkey() at the end you could try adding a delay equal to the length of the sample but that is really sketchy so don't do it. Mark > Im confused with using sound in my program here is the source that i wrote: > > #include > #include "allegro.h" > > //Availible Res: 300x200, 640x480, 800x600, 1024x768, 1152x864 > > #define WIDTH 640 > #define HEIGHT 480 > #define PIC1 "omega.bmp" > #define SND1 "test.wav" > > int main() > { > > > BITMAP *allegro; > PALLETE pal; > > allegro_init(); > install_keyboard(); > set_gfx_mode(GFX_AUTODETECT, WIDTH, HEIGHT, 0, 0); > install_sound (DIGI_AUTODETECT, MIDI_AUTODETECT, NULL); > > > // Load Bitmap Into Memory > allegro = load_bitmap(PIC1, pal); > set_palette(pal); > > //Display Bitmap > blit(allegro, screen, 0, 0, 0, 0, WIDTH, HEIGHT); > > readkey(); > load_sample( SND1 ); > play_sample(SND1 *, 255, 128, 1000, 0); > stop_sample(SND1 *); > fade_out(3); > destroy_bitmap(allegro); > > return 0; > } > > > can someone please tell me what is wrong? i want to get the sound to play at > the end of the program after a key is pressed. everything else works great >