diff options
author | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
---|---|---|
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 | |
parent | 8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff) |
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/examples/audio')
10 files changed, 476 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/examples/audio/01-simple-playback/README.txt b/src/contrib/SDL-3.2.20/examples/audio/01-simple-playback/README.txt new file mode 100644 index 0000000..20ad059 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/01-simple-playback/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 creates a simple audio stream for playing sound, and | ||
4 | generates a sine wave sound effect for it to play as time goes on. This is the | ||
5 | simplest way to get up and running with procedural sound. | ||
diff --git a/src/contrib/SDL-3.2.20/examples/audio/01-simple-playback/simple-playback.c b/src/contrib/SDL-3.2.20/examples/audio/01-simple-playback/simple-playback.c new file mode 100644 index 0000000..15126e5 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/01-simple-playback/simple-playback.c | |||
@@ -0,0 +1,103 @@ | |||
1 | /* | ||
2 | * This example code creates a simple audio stream for playing sound, and | ||
3 | * generates a sine wave sound effect for it to play as time goes on. This | ||
4 | * is the simplest way to get up and running with procedural sound. | ||
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_AudioStream *stream = NULL; | ||
17 | static int current_sine_sample = 0; | ||
18 | |||
19 | /* This function runs once at startup. */ | ||
20 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
21 | { | ||
22 | SDL_AudioSpec spec; | ||
23 | |||
24 | SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback"); | ||
25 | |||
26 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { | ||
27 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
28 | return SDL_APP_FAILURE; | ||
29 | } | ||
30 | |||
31 | /* we don't _need_ a window for audio-only things but it's good policy to have one. */ | ||
32 | if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) { | ||
33 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
34 | return SDL_APP_FAILURE; | ||
35 | } | ||
36 | |||
37 | /* We're just playing a single thing here, so we'll use the simplified option. | ||
38 | We are always going to feed audio in as mono, float32 data at 8000Hz. | ||
39 | The stream will convert it to whatever the hardware wants on the other side. */ | ||
40 | spec.channels = 1; | ||
41 | spec.format = SDL_AUDIO_F32; | ||
42 | spec.freq = 8000; | ||
43 | stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); | ||
44 | if (!stream) { | ||
45 | SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); | ||
46 | return SDL_APP_FAILURE; | ||
47 | } | ||
48 | |||
49 | /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ | ||
50 | SDL_ResumeAudioStreamDevice(stream); | ||
51 | |||
52 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
53 | } | ||
54 | |||
55 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
56 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
57 | { | ||
58 | if (event->type == SDL_EVENT_QUIT) { | ||
59 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
60 | } | ||
61 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
62 | } | ||
63 | |||
64 | /* This function runs once per frame, and is the heart of the program. */ | ||
65 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
66 | { | ||
67 | /* see if we need to feed the audio stream more data yet. | ||
68 | We're being lazy here, but if there's less than half a second queued, generate more. | ||
69 | A sine wave is unchanging audio--easy to stream--but for video games, you'll want | ||
70 | to generate significantly _less_ audio ahead of time! */ | ||
71 | const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */ | ||
72 | if (SDL_GetAudioStreamQueued(stream) < minimum_audio) { | ||
73 | static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */ | ||
74 | int i; | ||
75 | |||
76 | /* generate a 440Hz pure tone */ | ||
77 | for (i = 0; i < SDL_arraysize(samples); i++) { | ||
78 | const int freq = 440; | ||
79 | const float phase = current_sine_sample * freq / 8000.0f; | ||
80 | samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); | ||
81 | current_sine_sample++; | ||
82 | } | ||
83 | |||
84 | /* wrapping around to avoid floating-point errors */ | ||
85 | current_sine_sample %= 8000; | ||
86 | |||
87 | /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ | ||
88 | SDL_PutAudioStreamData(stream, samples, sizeof (samples)); | ||
89 | } | ||
90 | |||
91 | /* we're not doing anything with the renderer, so just blank it out. */ | ||
92 | SDL_RenderClear(renderer); | ||
93 | SDL_RenderPresent(renderer); | ||
94 | |||
95 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
96 | } | ||
97 | |||
98 | /* This function runs once at shutdown. */ | ||
99 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
100 | { | ||
101 | /* SDL will clean up the window/renderer for us. */ | ||
102 | } | ||
103 | |||
diff --git a/src/contrib/SDL-3.2.20/examples/audio/02-simple-playback-callback/README.txt b/src/contrib/SDL-3.2.20/examples/audio/02-simple-playback-callback/README.txt new file mode 100644 index 0000000..888ae34 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/02-simple-playback-callback/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 creates a simple audio stream for playing sound, and | ||
4 | generates a sine wave sound effect for it to play as time goes on. Unlike | ||
5 | the previous example, this uses a callback to generate sound. | ||
diff --git a/src/contrib/SDL-3.2.20/examples/audio/02-simple-playback-callback/simple-playback-callback.c b/src/contrib/SDL-3.2.20/examples/audio/02-simple-playback-callback/simple-playback-callback.c new file mode 100644 index 0000000..c011c72 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/02-simple-playback-callback/simple-playback-callback.c | |||
@@ -0,0 +1,115 @@ | |||
1 | /* | ||
2 | * This example code creates a simple audio stream for playing sound, and | ||
3 | * generates a sine wave sound effect for it to play as time goes on. Unlike | ||
4 | * the previous example, this uses a callback to generate sound. | ||
5 | * | ||
6 | * This might be the path of least resistance if you're moving an SDL2 | ||
7 | * program's audio code to SDL3. | ||
8 | * | ||
9 | * This code is public domain. Feel free to use it for any purpose! | ||
10 | */ | ||
11 | |||
12 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
13 | #include <SDL3/SDL.h> | ||
14 | #include <SDL3/SDL_main.h> | ||
15 | |||
16 | /* We will use this renderer to draw into this window every frame. */ | ||
17 | static SDL_Window *window = NULL; | ||
18 | static SDL_Renderer *renderer = NULL; | ||
19 | static SDL_AudioStream *stream = NULL; | ||
20 | static int current_sine_sample = 0; | ||
21 | |||
22 | /* this function will be called (usually in a background thread) when the audio stream is consuming data. */ | ||
23 | static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount) | ||
24 | { | ||
25 | /* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs | ||
26 | than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what | ||
27 | it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the | ||
28 | hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more | ||
29 | than necessary. */ | ||
30 | additional_amount /= sizeof (float); /* convert from bytes to samples */ | ||
31 | while (additional_amount > 0) { | ||
32 | float samples[128]; /* this will feed 128 samples each iteration until we have enough. */ | ||
33 | const int total = SDL_min(additional_amount, SDL_arraysize(samples)); | ||
34 | int i; | ||
35 | |||
36 | /* generate a 440Hz pure tone */ | ||
37 | for (i = 0; i < total; i++) { | ||
38 | const int freq = 440; | ||
39 | const float phase = current_sine_sample * freq / 8000.0f; | ||
40 | samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); | ||
41 | current_sine_sample++; | ||
42 | } | ||
43 | |||
44 | /* wrapping around to avoid floating-point errors */ | ||
45 | current_sine_sample %= 8000; | ||
46 | |||
47 | /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ | ||
48 | SDL_PutAudioStreamData(astream, samples, total * sizeof (float)); | ||
49 | additional_amount -= total; /* subtract what we've just fed the stream. */ | ||
50 | } | ||
51 | } | ||
52 | |||
53 | /* This function runs once at startup. */ | ||
54 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
55 | { | ||
56 | SDL_AudioSpec spec; | ||
57 | |||
58 | SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback"); | ||
59 | |||
60 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { | ||
61 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
62 | return SDL_APP_FAILURE; | ||
63 | } | ||
64 | |||
65 | /* we don't _need_ a window for audio-only things but it's good policy to have one. */ | ||
66 | if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) { | ||
67 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
68 | return SDL_APP_FAILURE; | ||
69 | } | ||
70 | |||
71 | /* We're just playing a single thing here, so we'll use the simplified option. | ||
72 | We are always going to feed audio in as mono, float32 data at 8000Hz. | ||
73 | The stream will convert it to whatever the hardware wants on the other side. */ | ||
74 | spec.channels = 1; | ||
75 | spec.format = SDL_AUDIO_F32; | ||
76 | spec.freq = 8000; | ||
77 | stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, FeedTheAudioStreamMore, NULL); | ||
78 | if (!stream) { | ||
79 | SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); | ||
80 | return SDL_APP_FAILURE; | ||
81 | } | ||
82 | |||
83 | /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ | ||
84 | SDL_ResumeAudioStreamDevice(stream); | ||
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 | /* we're not doing anything with the renderer, so just blank it out. */ | ||
102 | SDL_RenderClear(renderer); | ||
103 | SDL_RenderPresent(renderer); | ||
104 | |||
105 | /* all the work of feeding the audio stream is happening in a callback in a background thread. */ | ||
106 | |||
107 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
108 | } | ||
109 | |||
110 | /* This function runs once at shutdown. */ | ||
111 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
112 | { | ||
113 | /* SDL will clean up the window/renderer for us. */ | ||
114 | } | ||
115 | |||
diff --git a/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/README.txt b/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/README.txt new file mode 100644 index 0000000..57eb90c --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/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 creates a simple audio stream for playing sound, and | ||
4 | loads a .wav file that is pushed through the stream in a loop. | ||
5 | |||
diff --git a/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/load-wav.c b/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/load-wav.c new file mode 100644 index 0000000..c517e5d --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/03-load-wav/load-wav.c | |||
@@ -0,0 +1,103 @@ | |||
1 | /* | ||
2 | * This example code creates a simple audio stream for playing sound, and | ||
3 | * loads a .wav file that is pushed through the stream in a loop. | ||
4 | * | ||
5 | * This code is public domain. Feel free to use it for any purpose! | ||
6 | * | ||
7 | * The .wav file is a sample from Will Provost's song, The Living Proof, | ||
8 | * used with permission. | ||
9 | * | ||
10 | * From the album The Living Proof | ||
11 | * Publisher: 5 Guys Named Will | ||
12 | * Copyright 1996 Will Provost | ||
13 | * https://itunes.apple.com/us/album/the-living-proof/id4153978 | ||
14 | * http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH | ||
15 | */ | ||
16 | |||
17 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
18 | #include <SDL3/SDL.h> | ||
19 | #include <SDL3/SDL_main.h> | ||
20 | |||
21 | /* We will use this renderer to draw into this window every frame. */ | ||
22 | static SDL_Window *window = NULL; | ||
23 | static SDL_Renderer *renderer = NULL; | ||
24 | static SDL_AudioStream *stream = NULL; | ||
25 | static Uint8 *wav_data = NULL; | ||
26 | static Uint32 wav_data_len = 0; | ||
27 | |||
28 | /* This function runs once at startup. */ | ||
29 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
30 | { | ||
31 | SDL_AudioSpec spec; | ||
32 | char *wav_path = NULL; | ||
33 | |||
34 | SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav"); | ||
35 | |||
36 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { | ||
37 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
38 | return SDL_APP_FAILURE; | ||
39 | } | ||
40 | |||
41 | /* we don't _need_ a window for audio-only things but it's good policy to have one. */ | ||
42 | if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) { | ||
43 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
44 | return SDL_APP_FAILURE; | ||
45 | } | ||
46 | |||
47 | /* Load the .wav file from wherever the app is being run from. */ | ||
48 | SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */ | ||
49 | if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) { | ||
50 | SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); | ||
51 | return SDL_APP_FAILURE; | ||
52 | } | ||
53 | |||
54 | SDL_free(wav_path); /* done with this string. */ | ||
55 | |||
56 | /* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */ | ||
57 | stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); | ||
58 | if (!stream) { | ||
59 | SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); | ||
60 | return SDL_APP_FAILURE; | ||
61 | } | ||
62 | |||
63 | /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ | ||
64 | SDL_ResumeAudioStreamDevice(stream); | ||
65 | |||
66 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
67 | } | ||
68 | |||
69 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
70 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
71 | { | ||
72 | if (event->type == SDL_EVENT_QUIT) { | ||
73 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
74 | } | ||
75 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
76 | } | ||
77 | |||
78 | /* This function runs once per frame, and is the heart of the program. */ | ||
79 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
80 | { | ||
81 | /* see if we need to feed the audio stream more data yet. | ||
82 | We're being lazy here, but if there's less than the entire wav file left to play, | ||
83 | just shove a whole copy of it into the queue, so we always have _tons_ of | ||
84 | data queued for playback. */ | ||
85 | if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) { | ||
86 | /* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ | ||
87 | SDL_PutAudioStreamData(stream, wav_data, wav_data_len); | ||
88 | } | ||
89 | |||
90 | /* we're not doing anything with the renderer, so just blank it out. */ | ||
91 | SDL_RenderClear(renderer); | ||
92 | SDL_RenderPresent(renderer); | ||
93 | |||
94 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
95 | } | ||
96 | |||
97 | /* This function runs once at shutdown. */ | ||
98 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
99 | { | ||
100 | SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */ | ||
101 | /* SDL will clean up the window/renderer for us. */ | ||
102 | } | ||
103 | |||
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 | } | ||
diff --git a/src/contrib/SDL-3.2.20/examples/audio/onmouseover.webp b/src/contrib/SDL-3.2.20/examples/audio/onmouseover.webp new file mode 100644 index 0000000..1f3ba4b --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/onmouseover.webp | |||
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diff --git a/src/contrib/SDL-3.2.20/examples/audio/thumbnail.png b/src/contrib/SDL-3.2.20/examples/audio/thumbnail.png new file mode 100644 index 0000000..10bc6c8 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/audio/thumbnail.png | |||
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