From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- .../examples/audio/03-load-wav/README.txt | 5 + .../examples/audio/03-load-wav/load-wav.c | 103 +++++++++++++++++++++ 2 files changed, 108 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/examples/audio/03-load-wav/README.txt create mode 100644 src/contrib/SDL-3.2.20/examples/audio/03-load-wav/load-wav.c (limited to 'src/contrib/SDL-3.2.20/examples/audio/03-load-wav') diff --git a/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/README.txt b/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/README.txt new file mode 100644 index 0000000..57eb90c --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/README.txt @@ -0,0 +1,5 @@ +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 +loads a .wav file that is pushed through the stream in a loop. + diff --git a/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/load-wav.c b/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/load-wav.c new file mode 100644 index 0000000..c517e5d --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/load-wav.c @@ -0,0 +1,103 @@ +/* + * 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