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	examples: Added audio/04-multiple-streams
This commit is contained in:
		@@ -139,6 +139,7 @@ add_sdl_example_executable(renderer-debug-text SOURCES renderer/18-debug-text/de
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add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
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					add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
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add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
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					add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
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add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
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					add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
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					add_sdl_example_executable(audio-multiple-streams SOURCES audio/04-multiple-streams/multiple-streams.c)
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add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
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					add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
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add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
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					add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
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add_sdl_example_executable(demo-snake SOURCES demo/01-snake/snake.c)
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					add_sdl_example_executable(demo-snake SOURCES demo/01-snake/snake.c)
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								examples/audio/04-multiple-streams/README.txt
									
									
									
									
									
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								examples/audio/04-multiple-streams/README.txt
									
									
									
									
									
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					This example code loads .wav files dropped onto the app window, puts
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					them in an audio stream and binds them for playback. This shows several
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					streams mixing into a single playback device.
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					Drag several files while one is still playing!
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								examples/audio/04-multiple-streams/multiple-streams.c
									
									
									
									
									
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								examples/audio/04-multiple-streams/multiple-streams.c
									
									
									
									
									
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					/*
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					 * This example code loads .wav files dropped onto the app window, puts
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					 * them in an audio stream and binds them for playback. This shows several
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					 * streams mixing into a single playback device.
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					 *
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					 * This code is public domain. Feel free to use it for any purpose!
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					 */
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					#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
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					#include <SDL3/SDL.h>
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					#include <SDL3/SDL_main.h>
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					/* We will use this renderer to draw into this window every frame. */
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					static SDL_Window *window = NULL;
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					static SDL_Renderer *renderer = NULL;
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					static SDL_AudioDeviceID audio_device = 0;
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					static SDL_AudioStream **streams = NULL;
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					static int num_streams = 0;
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					/* This function runs once at startup. */
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					SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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					{
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					    SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams");
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					    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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					        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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					        return SDL_APP_FAILURE;
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					    }
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					    if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) {
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					        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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					        return SDL_APP_FAILURE;
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					    }
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					    /* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
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					    audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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					    if (audio_device == 0) {
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					        SDL_Log("Couldn't open audio device: %s", SDL_GetError());
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					        return SDL_APP_FAILURE;
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					    }
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					    return SDL_APP_CONTINUE;  /* carry on with the program! */
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					}
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					static void load_wav_file(const char *fname)
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					{
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					    int idx;
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					    SDL_AudioSpec spec;
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					    Uint8 *wav_data = NULL;
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					    Uint32 wav_data_len = 0;
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					    /* Find an unused element in the streams array... */
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					    for (idx = 0; idx < num_streams; idx++) {
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					        if (streams[idx] == NULL) {
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					            break;
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					        }
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					    }
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					    /* No space? Grow the array. */
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					    if (idx == num_streams) {
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					        void *ptr = SDL_realloc(streams, (num_streams + 1) * sizeof (*streams));
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					        if (!ptr) {
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					            SDL_Log("Out of memory!");
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					            return;  // oh well.
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					        }
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					        streams = (SDL_AudioStream **) ptr;
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					        streams[idx] = NULL;
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					        num_streams++;
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					    }
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					    /* Load the new .wav file */
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					    if (!SDL_LoadWAV(fname, &spec, &wav_data, &wav_data_len)) {
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					        SDL_Log("Failed to load '%s': %s", fname, SDL_GetError());
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					        return;  // oh well.
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					    }
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					    /* Create an audio stream. Set the source format to the wav's format (what
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					       we'll input), leave the dest format NULL here (it'll change to what the
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					       device wants once we bind it). */
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					    streams[idx] = SDL_CreateAudioStream(&spec, NULL);
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					    if (!streams[idx]) {
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					        SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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					    } else if (!SDL_BindAudioStream(audio_device, streams[idx])) {  /* once bound, it'll start playing when there is data available! */
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					        SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError());
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					    } else if (!SDL_PutAudioStreamData(streams[idx], wav_data, (int) wav_data_len)) {
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					        SDL_Log("Failed to put '%s' data into stream: %s", fname, SDL_GetError());
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					    } else {
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					        /* tell SDL we won't be sending more data to this stream, so don't hold back for resampling. */
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					        SDL_FlushAudioStream(streams[idx]);
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					    }
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					    SDL_free(wav_data);
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					}
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					/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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					SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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					{
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					    if (event->type == SDL_EVENT_QUIT) {
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					        return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
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					    } else if (event->type == SDL_EVENT_DROP_FILE) {
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					        load_wav_file(event->drop.data);
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					    }
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					    return SDL_APP_CONTINUE;  /* carry on with the program! */
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					}
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					/* This function runs once per frame, and is the heart of the program. */
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					SDL_AppResult SDL_AppIterate(void *appstate)
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					{
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					    int winw = 640, winh = 480;
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					    const char *text = "--> Drag and drop .wav files here <--";
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					    float x, y;
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					    int i;
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					    /* see if any streams have finished; destroy them if so. */
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					    for (i = 0; i < num_streams; i++) {
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					        if (streams[i] && (SDL_GetAudioStreamAvailable(streams[i]) == 0)) {
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					            SDL_DestroyAudioStream(streams[i]);
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					            streams[i] = NULL;
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					        }
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					    }
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					    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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					    SDL_RenderClear(renderer);
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					    SDL_GetWindowSize(window, &winw, &winh);
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					    x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
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					    y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
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					    SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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					    SDL_RenderDebugText(renderer, x, y, text);
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					    SDL_RenderPresent(renderer);
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					    return SDL_APP_CONTINUE;  /* carry on with the program! */
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					}
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					/* This function runs once at shutdown. */
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					void SDL_AppQuit(void *appstate, SDL_AppResult result)
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					{
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					    int i;
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					    SDL_CloseAudioDevice(audio_device);
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					    /* see if any streams have finished; destroy them if so. */
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					    for (i = 0; i < num_streams; i++) {
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					        if (streams[i]) {
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					            SDL_DestroyAudioStream(streams[i]);
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					        }
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					    }
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					    SDL_free(streams);
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					    /* SDL will clean up the window/renderer for us. */
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					}
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