123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135 |
- /*
- * This example code loads two .wav files, puts them an audio streams and
- * binds them for playback, repeating both sounds on loop. This shows several
- * streams mixing into a single playback device.
- *
- * 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_AudioDeviceID audio_device = 0;
- /* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */
- typedef struct Sound {
- Uint8 *wav_data;
- Uint32 wav_data_len;
- SDL_AudioStream *stream;
- } Sound;
- static Sound sounds[2];
- static bool init_sound(const char *fname, Sound *sound)
- {
- bool retval = false;
- SDL_AudioSpec spec;
- char *wav_path = NULL;
- /* Load the .wav files from wherever the app is being run from. */
- SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */
- if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) {
- SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
- return false;
- }
- /* Create an audio stream. Set the source format to the wav's format (what
- we'll input), leave the dest format NULL here (it'll change to what the
- device wants once we bind it). */
- sound->stream = SDL_CreateAudioStream(&spec, NULL);
- if (!sound->stream) {
- SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
- } else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */
- SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError());
- } else {
- retval = true; /* success! */
- }
- SDL_free(wav_path); /* done with this string. */
- return retval;
- }
- /* This function runs once at startup. */
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams");
- if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- /* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
- audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
- if (audio_device == 0) {
- SDL_Log("Couldn't open audio device: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!init_sound("sample.wav", &sounds[0])) {
- return SDL_APP_FAILURE;
- } else if (!init_sound("sword.wav", &sounds[1])) {
- return SDL_APP_FAILURE;
- }
- 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)
- {
- int i;
- for (i = 0; i < SDL_arraysize(sounds); i++) {
- /* If less than a full copy of the audio is queued for playback, put another copy in there.
- This is overkill, but easy when lots of RAM is cheap. One could be more careful and
- queue less at a time, as long as the stream doesn't run dry. */
- if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
- SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
- }
- }
- /* just blank the screen. */
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- 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)
- {
- int i;
- SDL_CloseAudioDevice(audio_device);
- for (i = 0; i < SDL_arraysize(sounds); i++) {
- if (sounds[i].stream) {
- SDL_DestroyAudioStream(sounds[i].stream);
- }
- SDL_free(sounds[i].wav_data);
- }
- /* SDL will clean up the window/renderer for us. */
- }
|