Crystal Space: 4.17.2 Playing a Sound

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### 4.17.2 Playing a Sound

#### Playing a Sound Once

You can create more than one source to have the same sound played multiple times at the same time. For instance if you have a shooting sound and you want your players to shoot at the same time and have the correct number of shooting sounds.

    #include "isndsys/ss_source.h"
    #include "isndsys/ss_loader.h"
    #include "isndsys/ss_renderer.h"
    #include "isndsys/ss_manager.h"
    #include "imap/loader.h"

    ...

    if (!csInitializer::RequestPlugins(object_reg,
    ...
      CS_REQUEST_PLUGIN("crystalspace.sndsys.renderer.software",
        iSndSysRenderer),
      CS_REQUEST_PLUGIN("crystalspace.sndsys.element.loader",
        iSndSysLoader),
      CS_REQUEST_END))
    ...

    csRef<iLoader> loader = csQueryRegistry<iLoader> (object_reg);
    csRef<iSndSysRenderer> sndrdr =
      csQueryRegistry<iSndSysRenderer> (object_reg);
    if (sndrdr)
    {
      iSndSysWrapper* w_boom = loader->LoadSoundWrapper (
        <sound name>, <sound file>, CS_SND3D_DISABLE);
      if (w_boom)
      {
        csRef<iSoundSource> sndsrc =
          w_boom->GetSound()->CreateSource(w_boom->GetStream());
        w_boom->GetStream ()->SetLoopState (CS_SNDSYS_STREAM_DONTLOOP);
        w_boom->GetStream ()->Unpause();
      }
    }

#### Looping Background Music

Here is how you can play a looping sound:

    csRef<iSndSysRenderer> sndrdr =
      csQueryRegistry<iSndSysRenderer> (object_reg);
    if (sndrdr)
    {
      iSndSysWrapper* w_music = loader->LoadSoundWrapper (
        <sound name>, <sound file>, CS_SND3D_DISABLE);
      if (w_music)
      {
        w_music->GetStream ()->SetLoopState (CS_SNDSYS_STREAM_LOOP);
        w_music->GetStream ()->Unpause();
      }
    }

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