diff options
Diffstat (limited to 'contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c')
| -rw-r--r-- | contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c b/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c new file mode 100644 index 0000000..15126e5 --- /dev/null +++ b/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c | |||
| @@ -0,0 +1,103 @@ | |||
| 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. This | ||
| 4 | * is the simplest way to get up and running with procedural sound. | ||
| 5 | * | ||
| 6 | * This code is public domain. Feel free to use it for any purpose! | ||
| 7 | */ | ||
| 8 | |||
| 9 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
| 10 | #include <SDL3/SDL.h> | ||
| 11 | #include <SDL3/SDL_main.h> | ||
| 12 | |||
| 13 | /* We will use this renderer to draw into this window every frame. */ | ||
| 14 | static SDL_Window *window = NULL; | ||
| 15 | static SDL_Renderer *renderer = NULL; | ||
| 16 | static SDL_AudioStream *stream = NULL; | ||
| 17 | static int current_sine_sample = 0; | ||
| 18 | |||
| 19 | /* This function runs once at startup. */ | ||
| 20 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
| 21 | { | ||
| 22 | SDL_AudioSpec spec; | ||
| 23 | |||
| 24 | SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback"); | ||
| 25 | |||
| 26 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { | ||
| 27 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
| 28 | return SDL_APP_FAILURE; | ||
| 29 | } | ||
| 30 | |||
| 31 | /* we don't _need_ a window for audio-only things but it's good policy to have one. */ | ||
| 32 | if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) { | ||
| 33 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
| 34 | return SDL_APP_FAILURE; | ||
| 35 | } | ||
| 36 | |||
| 37 | /* We're just playing a single thing here, so we'll use the simplified option. | ||
| 38 | We are always going to feed audio in as mono, float32 data at 8000Hz. | ||
| 39 | The stream will convert it to whatever the hardware wants on the other side. */ | ||
| 40 | spec.channels = 1; | ||
| 41 | spec.format = SDL_AUDIO_F32; | ||
| 42 | spec.freq = 8000; | ||
| 43 | stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); | ||
| 44 | if (!stream) { | ||
| 45 | SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); | ||
| 46 | return SDL_APP_FAILURE; | ||
| 47 | } | ||
| 48 | |||
| 49 | /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ | ||
| 50 | SDL_ResumeAudioStreamDevice(stream); | ||
| 51 | |||
| 52 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 53 | } | ||
| 54 | |||
| 55 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
| 56 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
| 57 | { | ||
| 58 | if (event->type == SDL_EVENT_QUIT) { | ||
| 59 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
| 60 | } | ||
| 61 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 62 | } | ||
| 63 | |||
| 64 | /* This function runs once per frame, and is the heart of the program. */ | ||
| 65 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
| 66 | { | ||
| 67 | /* see if we need to feed the audio stream more data yet. | ||
| 68 | We're being lazy here, but if there's less than half a second queued, generate more. | ||
| 69 | A sine wave is unchanging audio--easy to stream--but for video games, you'll want | ||
| 70 | to generate significantly _less_ audio ahead of time! */ | ||
| 71 | const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */ | ||
| 72 | if (SDL_GetAudioStreamQueued(stream) < minimum_audio) { | ||
| 73 | static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */ | ||
| 74 | int i; | ||
| 75 | |||
| 76 | /* generate a 440Hz pure tone */ | ||
| 77 | for (i = 0; i < SDL_arraysize(samples); i++) { | ||
| 78 | const int freq = 440; | ||
| 79 | const float phase = current_sine_sample * freq / 8000.0f; | ||
| 80 | samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); | ||
| 81 | current_sine_sample++; | ||
| 82 | } | ||
| 83 | |||
| 84 | /* wrapping around to avoid floating-point errors */ | ||
| 85 | current_sine_sample %= 8000; | ||
| 86 | |||
| 87 | /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ | ||
| 88 | SDL_PutAudioStreamData(stream, samples, sizeof (samples)); | ||
| 89 | } | ||
| 90 | |||
| 91 | /* we're not doing anything with the renderer, so just blank it out. */ | ||
| 92 | SDL_RenderClear(renderer); | ||
| 93 | SDL_RenderPresent(renderer); | ||
| 94 | |||
| 95 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 96 | } | ||
| 97 | |||
| 98 | /* This function runs once at shutdown. */ | ||
| 99 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
| 100 | { | ||
| 101 | /* SDL will clean up the window/renderer for us. */ | ||
| 102 | } | ||
| 103 | |||
