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General: Programming irrKlang: Short full examples: Welcome to the irrKlang API documentation. This page should give you a short overview over irrKlang, the high level audio library. In this documentation files you'll find any information you'll need to develop applications with irrKlang using C++. If you are looking for a tutorial on how to start, you'll find some on the homepage of irrKlang at or inside the SDK in the directory. The irrKlang library is intended to be an easy-to-use 3d and 2d sound engine, so this documentation is an important part of it. If you have any questions or suggestions, please take a look into the ambiera.com forum or just send a mail. IrrKlang is a high level 2D and 3D cross platform sound engine and audio library.
It has a very simply object orientated interface and was designed to be used in games, scientific simulations, architectural visualizations and similar. Engine->( 'myMusic.mp3', true); To stop this looping sound again, use engine-> to stop all sounds, or if you only want to stop that single sound.
Shows how to get to that ISound interface. To influence parameters of the sound such as pan, volume or playback speed during runtime, to get the play position or stop playback of single playing sounds, you can use the interface. (but also play3D) returns a pointer to this interface when its third ('startPaused') or fourth ('track') parameter was set to true.
* shootSound = engine->( 'shoot.wav'); * shootSound2 = engine->(shootSound, 'silentShoot'); shootSound2->(0.1f); // shootSound will now be played with 100% of its sound volume by default, // shootSound2 will now be played 10% of its sound volume by default. It is // also possible to play it using engine->play('silentShoot'), now. Using addSoundSourceFromMemory(), it is also possible to play sounds back directly from memory, without files. Of course, it is not necessary to use sound sources. Using, it is possible to change the settings of all sounds, too. But using sound sources, it is not necessary to do this every time a sound is played. There is nothing difficult in playing sounds in 3D using irrKlang: Instead of using, just use, which takes a 3D position as additional parameter.
Position(0,0,0); // position of the listener lookDirection(10,0,10); // the direction the listener looks into velPerSecond(0,0,0); // only relevant for doppler effects upVector(0,1,0); // where 'up' is in your 3D scene engine->(position, lookDirection, velPerSecond, upVector); irrKlang manages the memory usage of sounds by itself, so usually, you don't have to care about memory management. But if you know you need to reduce the amount of used memory at a certain point in your program, you can do this. Engine->(pointerToSomeSoundSource); // or: engine->( 'nameOfASoundFile.wav'); Note: Only removing buffered sounds will reduce the amount of memory used by irrKlang, streamed sounds don't occupy a lot of memory when they are not played.