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