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	examples: Add audio/01-simple-playback.
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		| @@ -178,6 +178,7 @@ endmacro() | |||||||
|  |  | ||||||
| add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/renderer-clear.c) | add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/renderer-clear.c) | ||||||
| add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/renderer-primitives.c) | add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/renderer-primitives.c) | ||||||
|  | add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c) | ||||||
|  |  | ||||||
|  |  | ||||||
| if(PSP) | if(PSP) | ||||||
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							| @@ -0,0 +1,100 @@ | |||||||
|  | /* | ||||||
|  |  * This example code $WHAT_IT_DOES. | ||||||
|  |  * | ||||||
|  |  * 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 <SDL3/SDL.h> | ||||||
|  | #include <SDL3/SDL_main.h> | ||||||
|  |  | ||||||
|  | /* 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 total_samples_generated = 0; | ||||||
|  |  | ||||||
|  | /* This function runs once at startup. */ | ||||||
|  | int SDL_AppInit(void **appstate, int argc, char *argv[]) | ||||||
|  | { | ||||||
|  |     SDL_AudioSpec spec; | ||||||
|  |  | ||||||
|  |     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) == -1) { | ||||||
|  |         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL); | ||||||
|  |         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/renderer/clear", 640, 480, 0, &window, &renderer) == -1) { | ||||||
|  |         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL); | ||||||
|  |         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_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create audio stream!", SDL_GetError(), window); | ||||||
|  |         return SDL_APP_FAILURE; | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ | ||||||
|  |     SDL_ResumeAudioStreamDevice(stream); | ||||||
|  |  | ||||||
|  |     /* (this is a web browser requirement, not an SDL thing.) */ | ||||||
|  |     SDL_Log("If you're running this in a web browser, you need to click the window before you'll hear anything."); | ||||||
|  |  | ||||||
|  |     return SDL_APP_CONTINUE;  /* carry on with the program! */ | ||||||
|  | } | ||||||
|  |  | ||||||
|  | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||||||
|  | int SDL_AppEvent(void *appstate, const 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. */ | ||||||
|  | int 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_GetAudioStreamAvailable(stream) < minimum_audio) { | ||||||
|  |         static float samples[512];  /* this will feed 512 samples each frame until we get to our maximum. */ | ||||||
|  |         int i; | ||||||
|  |  | ||||||
|  |         for (i = 0; i < SDL_arraysize(samples); i++) { | ||||||
|  |             /* You don't have to care about this math; we're just generating a simple sine wave as we go. | ||||||
|  |                https://en.wikipedia.org/wiki/Sine_wave */ | ||||||
|  |             const float time = total_samples_generated / 8000.0f; | ||||||
|  |             const int sine_freq = 500;   /* run the wave at 500Hz */ | ||||||
|  |             samples[i] = SDL_sinf(6.283185f * sine_freq * time); | ||||||
|  |             total_samples_generated++; | ||||||
|  |         } | ||||||
|  |  | ||||||
|  |         /* 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 will clean up the window/renderer for us. */ | ||||||
|  | } | ||||||
|  |  | ||||||
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	 Ryan C. Gordon
					Ryan C. Gordon