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/03-load-wav/load-wav.c | 103 --------------------- 1 file changed, 103 deletions(-) delete mode 100644 contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c (limited to 'contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c') diff --git a/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c b/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c deleted file mode 100644 index c517e5d..0000000 --- a/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c +++ /dev/null @@ -1,103 +0,0 @@ -/* - * This example code creates a simple audio stream for playing sound, and - * loads a .wav file that is pushed through the stream in a loop. - * - * This code is public domain. Feel free to use it for any purpose! - * - * The .wav file is a sample from Will Provost's song, The Living Proof, - * used with permission. - * - * From the album The Living Proof - * Publisher: 5 Guys Named Will - * Copyright 1996 Will Provost - * https://itunes.apple.com/us/album/the-living-proof/id4153978 - * http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH - */ - -#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 Uint8 *wav_data = NULL; -static Uint32 wav_data_len = 0; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_AudioSpec spec; - char *wav_path = NULL; - - SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav"); - - 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/load-wav", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Load the .wav file from wherever the app is being run from. */ - SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */ - if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) { - SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(wav_path); /* done with this string. */ - - /* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */ - 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 the entire wav file left to play, - just shove a whole copy of it into the queue, so we always have _tons_ of - data queued for playback. */ - if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) { - /* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ - SDL_PutAudioStreamData(stream, wav_data, wav_data_len); - } - - /* 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_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */ - /* SDL will clean up the window/renderer for us. */ -} - -- cgit v1.2.3