From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../examples/audio/01-simple-playback/README.txt | 5 - .../audio/01-simple-playback/simple-playback.c | 103 --------------------- 2 files changed, 108 deletions(-) delete mode 100644 contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt delete mode 100644 contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c (limited to 'contrib/SDL-3.2.8/examples/audio/01-simple-playback') diff --git a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt b/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt deleted file mode 100644 index 20ad059..0000000 --- a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code creates a simple audio stream for playing sound, and -generates a sine wave sound effect for it to play as time goes on. This is the -simplest way to get up and running with procedural sound. 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 deleted file mode 100644 index 15126e5..0000000 --- a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c +++ /dev/null @@ -1,103 +0,0 @@ -/* - * This example code creates a simple audio stream for playing sound, and - * generates a sine wave sound effect for it to play as time goes on. This - * is the simplest way to get up and running with procedural sound. - * - * This code is public domain. Feel free to use it for any purpose! - */ - -#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ -#include -#include - -/* We will use this renderer to draw into this window every frame. */ -static SDL_Window *window = NULL; -static SDL_Renderer *renderer = NULL; -static SDL_AudioStream *stream = NULL; -static int current_sine_sample = 0; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_AudioSpec spec; - - SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* we don't _need_ a window for audio-only things but it's good policy to have one. */ - if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* We're just playing a single thing here, so we'll use the simplified option. - We are always going to feed audio in as mono, float32 data at 8000Hz. - The stream will convert it to whatever the hardware wants on the other side. */ - spec.channels = 1; - spec.format = SDL_AUDIO_F32; - spec.freq = 8000; - stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); - if (!stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ - SDL_ResumeAudioStreamDevice(stream); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ -SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) -{ - if (event->type == SDL_EVENT_QUIT) { - return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ - } - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once per frame, and is the heart of the program. */ -SDL_AppResult SDL_AppIterate(void *appstate) -{ - /* see if we need to feed the audio stream more data yet. - We're being lazy here, but if there's less than half a second queued, generate more. - A sine wave is unchanging audio--easy to stream--but for video games, you'll want - to generate significantly _less_ audio ahead of time! */ - const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */ - if (SDL_GetAudioStreamQueued(stream) < minimum_audio) { - static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */ - int i; - - /* generate a 440Hz pure tone */ - for (i = 0; i < SDL_arraysize(samples); i++) { - const int freq = 440; - const float phase = current_sine_sample * freq / 8000.0f; - samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); - current_sine_sample++; - } - - /* wrapping around to avoid floating-point errors */ - current_sine_sample %= 8000; - - /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ - SDL_PutAudioStreamData(stream, samples, sizeof (samples)); - } - - /* we're not doing anything with the renderer, so just blank it out. */ - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. */ -} - -- cgit v1.2.3