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- /*
- * This example code creates an simple audio stream for playing sound, and
- * generates a sine wave sound effect for it to play as time goes on. This
- * is the simplest way to get up and running with procedural sound.
- *
- * 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. */
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- SDL_AudioSpec spec;
- SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback");
- 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/simple-playback", 640, 480, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- 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_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 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;
- /* generate a 440Hz pure tone */
- for (i = 0; i < SDL_arraysize(samples); i++) {
- const int freq = 440;
- const int phase = (total_samples_generated * freq) % 8000;
- samples[i] = (float)SDL_sin(phase * 2 * SDL_PI_D / 8000.0);
- 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_AppResult result)
- {
- /* SDL will clean up the window/renderer for us. */
- }
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