Add lime-tools as dependency, move /examples to /samples for consistency, update HerokuShaders and SimpleOpenGL samples
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samples/SimpleAudioExample/Assets/.keep
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samples/SimpleAudioExample/Assets/.keep
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BIN
samples/SimpleAudioExample/Assets/ambience.ogg
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samples/SimpleAudioExample/Assets/ambience.ogg
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samples/SimpleAudioExample/Assets/sound.ogg
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samples/SimpleAudioExample/Assets/sound.ogg
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samples/SimpleAudioExample/Assets/sound.wav
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samples/SimpleAudioExample/Assets/sound.wav
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samples/SimpleAudioExample/Assets/sound_licenses.txt
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samples/SimpleAudioExample/Assets/sound_licenses.txt
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sound.ogg / sound.wav
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http://www.freesound.org/people/FreqMan/sounds/42899/
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The files are under the following license :
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This work is licensed under the Attribution License.
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See the above link for more details.
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ambience.ogg
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https://soundcloud.com/underscorediscovery/menuambience
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samples/SimpleAudioExample/project.lime.xml
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samples/SimpleAudioExample/project.lime.xml
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<?xml version="1.0" encoding="utf-8"?>
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<project>
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<meta
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title="lime example - Simple Audio Example"
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package="com.limeframework.audioexample"
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version="1.0.0"
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company="limeframework"
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/>
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<app main="Main" path="bin" file="lime_example_audio" />
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<window
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width="960"
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height="640"
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orientation="landscape"
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background="0x161616"
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depth-buffer="true"
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fps="60"
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vsync="true"
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resizable="true"
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/>
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<assets path="Assets" rename="assets" include="*"/>
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<source path="src" />
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<haxelib name="lime" />
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</project>
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samples/SimpleAudioExample/src/Main.hx
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samples/SimpleAudioExample/src/Main.hx
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//Ported and modified from OpenFL samples
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//underscorediscovery
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import lime.AudioHandler.Sound;
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import lime.utils.Assets;
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import lime.Lime;
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//Import GL stuff from lime
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import lime.gl.GL;
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//Press any key to reset the music
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//Click to play a sound
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class Main {
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public var lib : Lime;
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//Some value to mess with the clear color
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private var red_value : Float = 1.0;
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private var red_direction : Int = 1;
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private var dt : Float = 0.016;
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private var end_dt : Float = 0;
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public function new() { }
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public function ready( _lime : Lime ) {
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//Store a reference
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lib = _lime;
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// Init the shaders and view
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init();
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} //ready
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public function init() {
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lib.audio.create('music', 'assets/ambience.ogg', true );
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lib.audio.create('sound', 'assets/sound.ogg', false);
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lib.audio.create('sound_wav', 'assets/sound.wav', false);
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lib.audio.get('music').play(5);
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lib.audio.get('music').on_complete(function(sound:Sound){
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trace("music complete!");
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});
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} //init
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//Called each frame by lime for logic (called before render)
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public function update() {
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dt = haxe.Timer.stamp() - end_dt;
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end_dt = haxe.Timer.stamp();
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//an awful magic number to change the value slowly
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red_value += (red_direction * 0.3) * dt;
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if(red_value >= 1) {
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red_value = 1;
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red_direction = -red_direction;
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} else if(red_value <= 0) {
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red_value = 0;
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red_direction = -red_direction;
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}
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} //update
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//Called by lime
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public function onmousemove(_event:Dynamic) {
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}
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//Called by lime
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public function onmousedown(_event:Dynamic) {
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lib.audio.get('sound').play(3,0);
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}
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//Called by lime
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public function onmouseup(_event:Dynamic) {
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}
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//Called by lime
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public function onkeydown(_event:Dynamic) {
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lib.audio.get('music').position = 0.0;
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}
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//Called by lime
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public function onkeyup(_event:Dynamic) {
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}
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//Called by lime
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public function render() {
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//Set the viewport for GL
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GL.viewport( 0, 0, lib.config.width, lib.config.height );
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//Set the clear color to a weird color that bounces around
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GL.clearColor( red_value, red_value*0.5, red_value*0.3, 1);
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//Clear the buffers
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GL.clear( GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT );
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} //render
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} //Main
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