hi all, I have created a text adventure game in C, and I am trying to add music to play in the background during it.
I am trying to use SDL_Mixer to accomplish this but whenever I play the music .wav file, the game pauses until it is finished. Is there a way I can let them play the console game and just have the music repeat in the background? At the moment I just have a function called "s" that I copied the below code into from a tutorial :
void s(void)
{
Mix_Chunk *sound = NULL; //Pointer to our sound, in memory
int channel; //Channel on which our sound is played
int audio_rate = 22050; //Frequency of audio playback
Uint16 audio_format = AUDIO_S16SYS; //Format of the audio we're playing
int audio_channels = 2; //2 channels = stereo
int audio_buffers = 4096; //Size of the audio buffers in memory
//Initialize BOTH SDL video and SDL audio
if (SDL_Init(SDL_INIT_AUDIO) != 0) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
//Initialize SDL_mixer with our chosen audio settings
if(Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) != 0) {
printf("Unable to initialize audio: %s\n", Mix_GetError());
exit(1);
}
//Load our WAV file from disk
sound = Mix_LoadWAV("music.wav");
if(sound == NULL) {
printf("Unable to load WAV file: %s\n", Mix_GetError());
}
//Set the video mode to anything, just need a window
//Play our sound file, and capture the channel on which it is played
channel = Mix_PlayChannel(-1, sound, 0);
if(channel == -1) {
printf("Unable to play WAV file: %s\n", Mix_GetError());
}
//Wait until the sound has stopped playing
while(Mix_Playing(channel) != 0);
//Release the memory allocated to our sound
Mix_FreeChunk(sound);
//Need to make sure that SDL_mixer and SDL have a chance to clean up
Mix_CloseAudio();
SDL_Quit();
}
thanks!