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| author | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
| commit | 5a079a2d114f96d4847d1ee305d5b7c16eeec50e (patch) | |
| tree | 8926ab44f168acf787d8e19608857b3af0f82758 /contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c | |
Initial commit
Diffstat (limited to 'contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c')
| -rw-r--r-- | contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c b/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c new file mode 100644 index 0000000..c011c72 --- /dev/null +++ b/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c | |||
| @@ -0,0 +1,115 @@ | |||
| 1 | /* | ||
| 2 | * This example code creates a simple audio stream for playing sound, and | ||
| 3 | * generates a sine wave sound effect for it to play as time goes on. Unlike | ||
| 4 | * the previous example, this uses a callback to generate sound. | ||
| 5 | * | ||
| 6 | * This might be the path of least resistance if you're moving an SDL2 | ||
| 7 | * program's audio code to SDL3. | ||
| 8 | * | ||
| 9 | * This code is public domain. Feel free to use it for any purpose! | ||
| 10 | */ | ||
| 11 | |||
| 12 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
| 13 | #include <SDL3/SDL.h> | ||
| 14 | #include <SDL3/SDL_main.h> | ||
| 15 | |||
| 16 | /* We will use this renderer to draw into this window every frame. */ | ||
| 17 | static SDL_Window *window = NULL; | ||
| 18 | static SDL_Renderer *renderer = NULL; | ||
| 19 | static SDL_AudioStream *stream = NULL; | ||
| 20 | static int current_sine_sample = 0; | ||
| 21 | |||
| 22 | /* this function will be called (usually in a background thread) when the audio stream is consuming data. */ | ||
| 23 | static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount) | ||
| 24 | { | ||
| 25 | /* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs | ||
| 26 | than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what | ||
| 27 | it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the | ||
| 28 | hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more | ||
| 29 | than necessary. */ | ||
| 30 | additional_amount /= sizeof (float); /* convert from bytes to samples */ | ||
| 31 | while (additional_amount > 0) { | ||
| 32 | float samples[128]; /* this will feed 128 samples each iteration until we have enough. */ | ||
| 33 | const int total = SDL_min(additional_amount, SDL_arraysize(samples)); | ||
| 34 | int i; | ||
| 35 | |||
| 36 | /* generate a 440Hz pure tone */ | ||
| 37 | for (i = 0; i < total; i++) { | ||
| 38 | const int freq = 440; | ||
| 39 | const float phase = current_sine_sample * freq / 8000.0f; | ||
| 40 | samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); | ||
| 41 | current_sine_sample++; | ||
| 42 | } | ||
| 43 | |||
| 44 | /* wrapping around to avoid floating-point errors */ | ||
| 45 | current_sine_sample %= 8000; | ||
| 46 | |||
| 47 | /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ | ||
| 48 | SDL_PutAudioStreamData(astream, samples, total * sizeof (float)); | ||
| 49 | additional_amount -= total; /* subtract what we've just fed the stream. */ | ||
| 50 | } | ||
| 51 | } | ||
| 52 | |||
| 53 | /* This function runs once at startup. */ | ||
| 54 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
| 55 | { | ||
| 56 | SDL_AudioSpec spec; | ||
| 57 | |||
| 58 | SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback"); | ||
| 59 | |||
| 60 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { | ||
| 61 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
| 62 | return SDL_APP_FAILURE; | ||
| 63 | } | ||
| 64 | |||
| 65 | /* we don't _need_ a window for audio-only things but it's good policy to have one. */ | ||
| 66 | if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) { | ||
| 67 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
| 68 | return SDL_APP_FAILURE; | ||
| 69 | } | ||
| 70 | |||
| 71 | /* We're just playing a single thing here, so we'll use the simplified option. | ||
| 72 | We are always going to feed audio in as mono, float32 data at 8000Hz. | ||
| 73 | The stream will convert it to whatever the hardware wants on the other side. */ | ||
| 74 | spec.channels = 1; | ||
| 75 | spec.format = SDL_AUDIO_F32; | ||
| 76 | spec.freq = 8000; | ||
| 77 | stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, FeedTheAudioStreamMore, NULL); | ||
| 78 | if (!stream) { | ||
| 79 | SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); | ||
| 80 | return SDL_APP_FAILURE; | ||
| 81 | } | ||
| 82 | |||
| 83 | /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ | ||
| 84 | SDL_ResumeAudioStreamDevice(stream); | ||
| 85 | |||
| 86 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 87 | } | ||
| 88 | |||
| 89 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
| 90 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
| 91 | { | ||
| 92 | if (event->type == SDL_EVENT_QUIT) { | ||
| 93 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
| 94 | } | ||
| 95 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 96 | } | ||
| 97 | |||
| 98 | /* This function runs once per frame, and is the heart of the program. */ | ||
| 99 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
| 100 | { | ||
| 101 | /* we're not doing anything with the renderer, so just blank it out. */ | ||
| 102 | SDL_RenderClear(renderer); | ||
| 103 | SDL_RenderPresent(renderer); | ||
| 104 | |||
| 105 | /* all the work of feeding the audio stream is happening in a callback in a background thread. */ | ||
| 106 | |||
| 107 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 108 | } | ||
| 109 | |||
| 110 | /* This function runs once at shutdown. */ | ||
| 111 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
| 112 | { | ||
| 113 | /* SDL will clean up the window/renderer for us. */ | ||
| 114 | } | ||
| 115 | |||
