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sound multi

★★☆☆by Jeffery Myers (@JeffM2501)

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//! raylib [audio] example - sound multi
//!
//! Zig-API translation of examples/audio/audio_sound_multi.c (raylib 6.2).
//! Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501)

const rl = @import("raylib");

const max_sounds = 10;

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [audio] example - sound multi");
    defer rl.closeWindow(); // Close window and OpenGL context

    rl.initAudioDevice(); // Initialize audio device
    defer rl.closeAudioDevice(); // Close audio device

    var sounds: [max_sounds]rl.Sound = undefined;

    // Load audio file into the first slot as the 'source' sound,
    // this sound owns the sample data
    sounds[0] = try rl.loadSound("resources/sound.wav");
    defer rl.unloadSound(sounds[0]); // Unload source sound data

    // Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
    for (sounds[1..]) |*alias| alias.* = try rl.loadSoundAlias(sounds[0]);
    defer for (sounds[1..]) |alias| rl.unloadSoundAlias(alias); // Unload sound aliases

    var current_sound: usize = 0; // Set the sound list to the start

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        if (rl.isKeyPressed(.space)) {
            rl.playSound(sounds[current_sound]); // Play the next open sound slot

            // Advance to the next slot, going back to 0 when out of bounds
            // NOTE: Another approach would be to look at the list for the first sound
            // that is not playing and use that slot
            current_sound = (current_sound + 1) % max_sounds;
        }

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        rl.drawText("Press SPACE to PLAY a WAV sound!", 200, 180, 20, .light_gray);
    }
}
/*******************************************************************************************
*
*   raylib [audio] example - sound multi
*
*   Example complexity rating: [★★☆☆] 2/4
*
*   Example originally created with raylib 5.0, last time updated with raylib 5.0
*
*   Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software
*
*   Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/

#include "raylib.h"

#define MAX_SOUNDS 10
Sound soundArray[MAX_SOUNDS] = { 0 };
int currentSound;

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound multi");

    InitAudioDevice();      // Initialize audio device

    // Load audio file into the first slot as the 'source' sound,
    // this sound owns the sample data
    soundArray[0] = LoadSound("resources/sound.wav");

    // Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
    for (int i = 1; i < MAX_SOUNDS; i++) soundArray[i] = LoadSoundAlias(soundArray[0]);

    currentSound = 0;               // Set the sound list to the start

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_SPACE))
        {
            PlaySound(soundArray[currentSound]);    // Play the next open sound slot
            currentSound++;                         // Increment the sound slot

            // If the sound slot is out of bounds, go back to 0
            if (currentSound >= MAX_SOUNDS) currentSound = 0;

            // NOTE: Another approach would be to look at the list for the first sound
            // that is not playing and use that slot
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            DrawText("Press SPACE to PLAY a WAV sound!", 200, 180, 20, LIGHTGRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    for (int i = 1; i < MAX_SOUNDS; i++) UnloadSoundAlias(soundArray[i]); // Unload sound aliases
    UnloadSound(soundArray[0]); // Unload source sound data

    CloseAudioDevice();     // Close audio device

    CloseWindow();          // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.