sound multi
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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.