Files
SDL/test/testmultiaudio.c
Ryan C. Gordon 1e775e0eef audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
This is meant to offer a simplified API for people that are either migrating
directly from SDL2 with minimal effort or just want to make noise without
any of the fancy new API features.

Users of this API can just deal with a single SDL_AudioStream as their only
object/handle into the audio subsystem.

They are still allowed to open multiple devices (or open the same device
multiple times), but cannot change stream bindings on logical devices opened
through this function.

Destroying the single audio stream will also close the logical device behind
the scenes.
2023-08-27 16:54:30 -04:00

209 lines
6.2 KiB
C

/*
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
#include "testutils.h"
#include <stdio.h> /* for fflush() and stdout */
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include "testutils.h"
static SDL_AudioSpec spec;
static Uint8 *sound = NULL; /* Pointer to wave data */
static Uint32 soundlen = 0; /* Length of wave data */
/* these have to be in globals so the Emscripten port can see them in the mainloop. :/ */
static SDL_AudioStream *stream = NULL;
#ifdef __EMSCRIPTEN__
static void loop(void)
{
if (SDL_GetAudioStreamAvailable(stream) == 0) {
SDL_Log("done.");
SDL_DestroyAudioStream(stream);
SDL_free(sound);
SDL_Quit();
emscripten_cancel_main_loop();
}
}
#endif
static void
test_multi_audio(SDL_AudioDeviceID *devices, int devcount)
{
int keep_going = 1;
SDL_AudioStream **streams = NULL;
int i;
#ifdef __ANDROID__ /* !!! FIXME: maybe always create a window, in the SDLTest layer, so these #ifdefs don't have to be here? */
SDL_Event event;
/* Create a Window to get fully initialized event processing for testing pause on Android. */
SDL_CreateWindow("testmultiaudio", 320, 240, 0);
#endif
for (i = 0; i < devcount; i++) {
char *devname = SDL_GetAudioDeviceName(devices[i]);
SDL_Log("Playing on device #%d of %d: id=%u, name='%s'...", i, devcount, (unsigned int) devices[i], devname);
if ((stream = SDL_OpenAudioDeviceStream(devices[i], &spec, NULL, NULL)) == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Audio stream creation failed: %s", SDL_GetError());
} else {
SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
SDL_PutAudioStreamData(stream, sound, soundlen);
SDL_FlushAudioStream(stream);
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (SDL_GetAudioStreamAvailable(stream) > 0) {
#ifdef __ANDROID__
/* Empty queue, some application events would prevent pause. */
while (SDL_PollEvent(&event)) {
}
#endif
SDL_Delay(100);
}
#endif
SDL_Log("done.");
SDL_DestroyAudioStream(stream);
}
SDL_free(devname);
stream = NULL;
}
/* note that Emscripten currently doesn't run this part (but maybe only has a single audio device anyhow?) */
SDL_Log("Playing on all devices...\n");
streams = (SDL_AudioStream **) SDL_calloc(devcount, sizeof (SDL_AudioStream *));
if (!streams) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
for (i = 0; i < devcount; i++) {
streams[i] = SDL_OpenAudioDeviceStream(devices[i], &spec, NULL, NULL);
if (streams[i] == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Audio stream creation failed for device %d of %d: %s", i, devcount, SDL_GetError());
} else {
SDL_PutAudioStreamData(streams[i], sound, soundlen);
SDL_FlushAudioStream(streams[i]);
}
}
/* try to start all the devices about the same time. SDL does not guarantee sync across physical devices. */
for (i = 0; i < devcount; i++) {
if (streams[i]) {
SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(streams[i]));
}
}
while (keep_going) {
keep_going = 0;
for (i = 0; i < devcount; i++) {
if (streams[i] && (SDL_GetAudioStreamAvailable(streams[i]) > 0)) {
keep_going = 1;
}
}
#ifdef __ANDROID__
/* Empty queue, some application events would prevent pause. */
while (SDL_PollEvent(&event)) {}
#endif
SDL_Delay(100);
}
for (i = 0; i < devcount; i++) {
SDL_DestroyAudioStream(streams[i]);
}
SDL_free(streams);
}
SDL_Log("All done!\n");
}
int main(int argc, char **argv)
{
SDL_AudioDeviceID *devices = NULL;
int devcount = 0;
int i;
char *filename = NULL;
SDLTest_CommonState *state;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, 0);
if (state == NULL) {
return 1;
}
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Parse commandline */
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (!consumed) {
if (!filename) {
filename = argv[i];
consumed = 1;
}
}
if (consumed <= 0) {
static const char *options[] = { "[sample.wav]", NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
return 1;
}
i += consumed;
}
/* Load the SDL library */
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
filename = GetResourceFilename(filename, "sample.wav");
devices = SDL_GetAudioOutputDevices(&devcount);
if (devices == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Don't see any specific audio devices!");
} else {
/* Load the wave file into memory */
if (SDL_LoadWAV(filename, &spec, &sound, &soundlen) == -1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename,
SDL_GetError());
} else {
test_multi_audio(devices, devcount);
SDL_free(sound);
}
}
SDL_free(devices);
SDL_free(filename);
SDL_Quit();
SDLTest_CommonDestroyState(state);
return 0;
}