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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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 * generates a sine wave sound effect for it to play as time goes on. This
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 * is the simplest way to get up and running with procedural sound.
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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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#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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/* 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 int current_sine_sample = 0;
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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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    SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback");
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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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    /* 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/simple-playback", 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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    /* We're just playing a single thing here, so we'll use the simplified option.
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       We are always going to feed audio in as mono, float32 data at 8000Hz.
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       The stream will convert it to whatever the hardware wants on the other side. */
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    spec.channels = 1;
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    spec.format = SDL_AUDIO_F32;
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    spec.freq = 8000;
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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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    /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
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    SDL_ResumeAudioStreamDevice(stream);
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    return SDL_APP_CONTINUE;  /* carry on with the program! */
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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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/* 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 half a second queued, generate more.
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       A sine wave is unchanging audio--easy to stream--but for video games, you'll want
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       to generate significantly _less_ audio ahead of time! */
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    const int minimum_audio = (8000 * sizeof (float)) / 2;  /* 8000 float samples per second. Half of that. */
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    if (SDL_GetAudioStreamQueued(stream) < minimum_audio) {
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        static float samples[512];  /* this will feed 512 samples each frame until we get to our maximum. */
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        int i;
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        /* generate a 440Hz pure tone */
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        for (i = 0; i < SDL_arraysize(samples); i++) {
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            const int freq = 440;
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            const float phase = current_sine_sample * freq / 8000.0f;
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            samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
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            current_sine_sample++;
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        }
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        /* wrapping around to avoid floating-point errors */
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        current_sine_sample %= 8000;
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        /* feed the new 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, samples, sizeof (samples));
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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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    return SDL_APP_CONTINUE;  /* carry on with the program! */
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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 will clean up the window/renderer for us. */
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}
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