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			104 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * This example code creates a simple audio stream for playing sound, and
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|  * loads a .wav file that is pushed through the stream in a loop.
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|  *
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|  * This code is public domain. Feel free to use it for any purpose!
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|  *
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|  * The .wav file is a sample from Will Provost's song, The Living Proof,
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|  * used with permission.
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|  *
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|  *    From the album The Living Proof
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|  *    Publisher: 5 Guys Named Will
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|  *    Copyright 1996 Will Provost
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|  *    https://itunes.apple.com/us/album/the-living-proof/id4153978
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|  *    http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH
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|  */
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| 
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| #define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
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| #include <SDL3/SDL.h>
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| #include <SDL3/SDL_main.h>
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| 
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| /* We will use this renderer to draw into this window every frame. */
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| static SDL_Window *window = NULL;
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| static SDL_Renderer *renderer = NULL;
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| static SDL_AudioStream *stream = NULL;
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| static Uint8 *wav_data = NULL;
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| static Uint32 wav_data_len = 0;
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| 
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| /* This function runs once at startup. */
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| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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| {
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|     SDL_AudioSpec spec;
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|     char *wav_path = NULL;
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| 
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|     SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav");
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| 
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|     if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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|         SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     /* we don't _need_ a window for audio-only things but it's good policy to have one. */
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|     if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) {
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|         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     /* Load the .wav file from wherever the app is being run from. */
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|     SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath());  /* allocate a string of the full file path */
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|     if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) {
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|         SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     SDL_free(wav_path);  /* done with this string. */
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| 
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|     /* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */
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|     stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
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|     if (!stream) {
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|         SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
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|     SDL_ResumeAudioStreamDevice(stream);
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| 
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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| SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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| {
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|     if (event->type == SDL_EVENT_QUIT) {
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|         return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
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|     }
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs once per frame, and is the heart of the program. */
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| SDL_AppResult SDL_AppIterate(void *appstate)
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| {
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|     /* see if we need to feed the audio stream more data yet.
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|        We're being lazy here, but if there's less than the entire wav file left to play,
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|        just shove a whole copy of it into the queue, so we always have _tons_ of
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|        data queued for playback. */
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|     if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) {
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|         /* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
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|         SDL_PutAudioStreamData(stream, wav_data, wav_data_len);
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|     }
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| 
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|     /* we're not doing anything with the renderer, so just blank it out. */
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|     SDL_RenderClear(renderer);
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|     SDL_RenderPresent(renderer);
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| 
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs once at shutdown. */
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| void SDL_AppQuit(void *appstate, SDL_AppResult result)
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| {
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|     SDL_free(wav_data);  /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */
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|     /* SDL will clean up the window/renderer for us. */
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| }
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| 
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