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libopenshot-audio/src/Main.cpp

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/**
* @file
* @brief Source code to play a test sound
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of OpenShot Audio
* Library (libopenshot-audio), an open-source project dedicated to delivering
* high quality video editing and animation solutions to the world. For more
* information visit <http://www.openshot.org/>.
*
* OpenShot Audio Library (libopenshot-audio) is free software: you can
* redistribute it and/or modify it under the terms of the GNU Affero General
* Public License as published by the Free Software Foundation, either version
* 3 of the License, or (at your option) any later version.
*
* OpenShot Audio Library (libopenshot-audio) is distributed in the hope that
* it will be useful, but WITHOUT ANY WARRANTY; without even the implied
* warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*
* @mainpage OpenShot Audio Library C++ API
*
* Welcome to the OpenShot Audio Library C++ API. This library is used by libopenshot to enable audio
* features, which powers the <a href="http://www.openshot.org">OpenShot Video Editor</a> application.
*/
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#include <iostream>
#include <unistd.h>
#include "../JuceLibraryCode/JuceHeader.h"
#if JUCE_MINGW
#define sleep(a) Sleep(a * 1000)
#include <windows.h>
#endif
using namespace std;
//==============================================================================
int main()
{
// Initialize audio devices
AudioDeviceManager deviceManager;
deviceManager.initialise ( 0, /* number of input channels */
2, /* number of output channels */
0, /* no XML settings.. */
true /* select default device on failure */);
// Play test sound
deviceManager.playTestSound();
// Sleep for 2 seconds
cout << "Playing test sound now..." << endl;
sleep(2);
// Stop audio devices
deviceManager.closeAudioDevice();
deviceManager.removeAllChangeListeners();
deviceManager.dispatchPendingMessages();
return 0;
}