From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- .../examples/audio/01-simple-playback/README.txt | 5 + .../audio/01-simple-playback/simple-playback.c | 103 ++++++++++++++++ .../audio/02-simple-playback-callback/README.txt | 5 + .../simple-playback-callback.c | 115 ++++++++++++++++++ .../examples/audio/03-load-wav/README.txt | 5 + .../examples/audio/03-load-wav/load-wav.c | 103 ++++++++++++++++ .../examples/audio/04-multiple-streams/README.txt | 5 + .../audio/04-multiple-streams/multiple-streams.c | 135 +++++++++++++++++++++ .../SDL-3.2.20/examples/audio/onmouseover.webp | Bin 0 -> 176470 bytes .../SDL-3.2.20/examples/audio/thumbnail.png | Bin 0 -> 14221 bytes 10 files changed, 476 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/examples/audio/01-simple-playback/README.txt create mode 100644 src/contrib/SDL-3.2.20/examples/audio/01-simple-playback/simple-playback.c create mode 100644 src/contrib/SDL-3.2.20/examples/audio/02-simple-playback-callback/README.txt create mode 100644 src/contrib/SDL-3.2.20/examples/audio/02-simple-playback-callback/simple-playback-callback.c create mode 100644 src/contrib/SDL-3.2.20/examples/audio/03-load-wav/README.txt create mode 100644 src/contrib/SDL-3.2.20/examples/audio/03-load-wav/load-wav.c create mode 100644 src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/README.txt create mode 100644 src/contrib/SDL-3.2.20/examples/audio/04-multiple-streams/multiple-streams.c create mode 100644 src/contrib/SDL-3.2.20/examples/audio/onmouseover.webp create mode 100644 src/contrib/SDL-3.2.20/examples/audio/thumbnail.png (limited to 'src/contrib/SDL-3.2.20/examples/audio') 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 @@ +If you're running this in a web browser, you need to click the window before you'll hear anything! + +This example code creates a 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. 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 @@ +/* + * This example code creates a 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 +#include + +/* 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 current_sine_sample = 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_GetAudioStreamQueued(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 float phase = current_sine_sample * freq / 8000.0f; + samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); + current_sine_sample++; + } + + /* wrapping around to avoid floating-point errors */ + current_sine_sample %= 8000; + + /* 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. */ +} + 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 @@ +If you're running this in a web browser, you need to click the window before you'll hear anything! + +This example code creates a simple audio stream for playing sound, and +generates a sine wave sound effect for it to play as time goes on. Unlike +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 @@ +/* + * This example code creates a simple audio stream for playing sound, and + * generates a sine wave sound effect for it to play as time goes on. Unlike + * the previous example, this uses a callback to generate sound. + * + * This might be the path of least resistance if you're moving an SDL2 + * program's audio code to SDL3. + * + * 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 +#include + +/* 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 current_sine_sample = 0; + +/* this function will be called (usually in a background thread) when the audio stream is consuming data. */ +static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount) +{ + /* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs + than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what + it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the + hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more + than necessary. */ + additional_amount /= sizeof (float); /* convert from bytes to samples */ + while (additional_amount > 0) { + float samples[128]; /* this will feed 128 samples each iteration until we have enough. */ + const int total = SDL_min(additional_amount, SDL_arraysize(samples)); + int i; + + /* generate a 440Hz pure tone */ + for (i = 0; i < total; i++) { + const int freq = 440; + const float phase = current_sine_sample * freq / 8000.0f; + samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); + current_sine_sample++; + } + + /* wrapping around to avoid floating-point errors */ + current_sine_sample %= 8000; + + /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ + SDL_PutAudioStreamData(astream, samples, total * sizeof (float)); + additional_amount -= total; /* subtract what we've just fed the stream. */ + } +} + +/* This function runs once at startup. */ +SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) +{ + SDL_AudioSpec spec; + + SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback"); + + 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-callback", 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, FeedTheAudioStreamMore, 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) +{ + /* we're not doing anything with the renderer, so just blank it out. */ + SDL_RenderClear(renderer); + SDL_RenderPresent(renderer); + + /* all the work of feeding the audio stream is happening in a callback in a background thread. */ + + 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. */ +} + 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 @@ +If you're running this in a web browser, you need to click the window before you'll hear anything! + +This example code creates a simple audio stream for playing sound, and +loads a .wav file that is pushed through the stream in a loop. + 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 @@ +/* + * This example code creates a simple audio stream for playing sound, and + * loads a .wav file that is pushed through the stream in a loop. + * + * This code is public domain. Feel free to use it for any purpose! + * + * The .wav file is a sample from Will Provost's song, The Living Proof, + * used with permission. + * + * From the album The Living Proof + * Publisher: 5 Guys Named Will + * Copyright 1996 Will Provost + * https://itunes.apple.com/us/album/the-living-proof/id4153978 + * http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH + */ + +#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ +#include +#include + +/* 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 Uint8 *wav_data = NULL; +static Uint32 wav_data_len = 0; + +/* This function runs once at startup. */ +SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) +{ + SDL_AudioSpec spec; + char *wav_path = NULL; + + SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav"); + + 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/load-wav", 640, 480, 0, &window, &renderer)) { + SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + + /* Load the .wav file from wherever the app is being run from. */ + SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */ + if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) { + SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + + SDL_free(wav_path); /* done with this string. */ + + /* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */ + 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 the entire wav file left to play, + just shove a whole copy of it into the queue, so we always have _tons_ of + data queued for playback. */ + if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) { + /* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ + SDL_PutAudioStreamData(stream, wav_data, wav_data_len); + } + + /* 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_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */ + /* SDL will clean up the window/renderer for us. */ +} + 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 @@ +If you're running this in a web browser, you need to click the window before you'll hear anything! + +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. 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 @@ +/* + * 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 +#include + +/* 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. */ +} 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 Binary files /dev/null and b/src/contrib/SDL-3.2.20/examples/audio/onmouseover.webp differ 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 Binary files /dev/null and b/src/contrib/SDL-3.2.20/examples/audio/thumbnail.png differ -- cgit v1.2.3