/** * @file * @brief Source code to play a test sound * @author Jonathan Thomas * * @section LICENSE * * Copyright (c) 2008-2014 OpenShot Studios, LLC * . 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 . * * 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 . * * @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 OpenShot Video Editor application. */ #include #include #include "../JuceLibraryCode/JuceHeader.h" #if JUCE_MINGW #define sleep(a) Sleep(a * 1000) #include #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; }