diff options
author | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
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committer | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
commit | 6aaedb813fa11ba0679c3051bc2eb28646b9506c (patch) | |
tree | 34acbfc9840e02cb4753e6306ea7ce978bf8b58e /src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams | |
parent | 8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff) |
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams')
-rw-r--r-- | src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/README.txt | 5 | ||||
-rw-r--r-- | src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/multiple-streams.c | 135 |
2 files changed, 140 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/README.txt b/src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/README.txt new file mode 100644 index 0000000..9ef2275 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/README.txt | |||
@@ -0,0 +1,5 @@ | |||
1 | If you're running this in a web browser, you need to click the window before you'll hear anything! | ||
2 | |||
3 | This example code loads two .wav files, puts them an audio streams and binds | ||
4 | them for playback, repeating both sounds on loop. This shows several streams | ||
5 | mixing into a single playback device. | ||
diff --git a/src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/multiple-streams.c b/src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/multiple-streams.c new file mode 100644 index 0000000..8d3bfaa --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/multiple-streams.c | |||
@@ -0,0 +1,135 @@ | |||
1 | /* | ||
2 | * This example code loads two .wav files, puts them an audio streams and | ||
3 | * binds them for playback, repeating both sounds on loop. This shows several | ||
4 | * streams mixing into a single playback device. | ||
5 | * | ||
6 | * This code is public domain. Feel free to use it for any purpose! | ||
7 | */ | ||
8 | |||
9 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
10 | #include <SDL3/SDL.h> | ||
11 | #include <SDL3/SDL_main.h> | ||
12 | |||
13 | /* We will use this renderer to draw into this window every frame. */ | ||
14 | static SDL_Window *window = NULL; | ||
15 | static SDL_Renderer *renderer = NULL; | ||
16 | static SDL_AudioDeviceID audio_device = 0; | ||
17 | |||
18 | /* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */ | ||
19 | typedef struct Sound { | ||
20 | Uint8 *wav_data; | ||
21 | Uint32 wav_data_len; | ||
22 | SDL_AudioStream *stream; | ||
23 | } Sound; | ||
24 | |||
25 | static Sound sounds[2]; | ||
26 | |||
27 | static bool init_sound(const char *fname, Sound *sound) | ||
28 | { | ||
29 | bool retval = false; | ||
30 | SDL_AudioSpec spec; | ||
31 | char *wav_path = NULL; | ||
32 | |||
33 | /* Load the .wav files from wherever the app is being run from. */ | ||
34 | SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */ | ||
35 | if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) { | ||
36 | SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); | ||
37 | return false; | ||
38 | } | ||
39 | |||
40 | /* Create an audio stream. Set the source format to the wav's format (what | ||
41 | we'll input), leave the dest format NULL here (it'll change to what the | ||
42 | device wants once we bind it). */ | ||
43 | sound->stream = SDL_CreateAudioStream(&spec, NULL); | ||
44 | if (!sound->stream) { | ||
45 | SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); | ||
46 | } else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */ | ||
47 | SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError()); | ||
48 | } else { | ||
49 | retval = true; /* success! */ | ||
50 | } | ||
51 | |||
52 | SDL_free(wav_path); /* done with this string. */ | ||
53 | return retval; | ||
54 | } | ||
55 | |||
56 | |||
57 | /* This function runs once at startup. */ | ||
58 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
59 | { | ||
60 | |||
61 | SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams"); | ||
62 | |||
63 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { | ||
64 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
65 | return SDL_APP_FAILURE; | ||
66 | } | ||
67 | |||
68 | if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) { | ||
69 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
70 | return SDL_APP_FAILURE; | ||
71 | } | ||
72 | |||
73 | /* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */ | ||
74 | audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL); | ||
75 | if (audio_device == 0) { | ||
76 | SDL_Log("Couldn't open audio device: %s", SDL_GetError()); | ||
77 | return SDL_APP_FAILURE; | ||
78 | } | ||
79 | |||
80 | if (!init_sound("sample.wav", &sounds[0])) { | ||
81 | return SDL_APP_FAILURE; | ||
82 | } else if (!init_sound("sword.wav", &sounds[1])) { | ||
83 | return SDL_APP_FAILURE; | ||
84 | } | ||
85 | |||
86 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
87 | } | ||
88 | |||
89 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
90 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
91 | { | ||
92 | if (event->type == SDL_EVENT_QUIT) { | ||
93 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
94 | } | ||
95 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
96 | } | ||
97 | |||
98 | /* This function runs once per frame, and is the heart of the program. */ | ||
99 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
100 | { | ||
101 | int i; | ||
102 | |||
103 | for (i = 0; i < SDL_arraysize(sounds); i++) { | ||
104 | /* If less than a full copy of the audio is queued for playback, put another copy in there. | ||
105 | This is overkill, but easy when lots of RAM is cheap. One could be more careful and | ||
106 | queue less at a time, as long as the stream doesn't run dry. */ | ||
107 | if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) { | ||
108 | SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len); | ||
109 | } | ||
110 | } | ||
111 | |||
112 | /* just blank the screen. */ | ||
113 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); | ||
114 | SDL_RenderClear(renderer); | ||
115 | SDL_RenderPresent(renderer); | ||
116 | |||
117 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
118 | } | ||
119 | |||
120 | /* This function runs once at shutdown. */ | ||
121 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
122 | { | ||
123 | int i; | ||
124 | |||
125 | SDL_CloseAudioDevice(audio_device); | ||
126 | |||
127 | for (i = 0; i < SDL_arraysize(sounds); i++) { | ||
128 | if (sounds[i].stream) { | ||
129 | SDL_DestroyAudioStream(sounds[i].stream); | ||
130 | } | ||
131 | SDL_free(sounds[i].wav_data); | ||
132 | } | ||
133 | |||
134 | /* SDL will clean up the window/renderer for us. */ | ||
135 | } | ||