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			136 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * This example code loads two .wav files, puts them an audio streams and
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|  * binds them for playback, repeating both sounds on loop. This shows several
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|  * streams mixing into a single playback device.
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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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| 
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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_AudioDeviceID audio_device = 0;
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| 
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| /* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */
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| typedef struct Sound {
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|     Uint8 *wav_data;
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|     Uint32 wav_data_len;
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|     SDL_AudioStream *stream;
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| } Sound;
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| 
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| static Sound sounds[2];
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| 
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| static bool init_sound(const char *fname, Sound *sound)
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| {
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|     bool retval = false;
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|     SDL_AudioSpec spec;
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|     char *wav_path = NULL;
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| 
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|     /* Load the .wav files from wherever the app is being run from. */
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|     SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname);  /* allocate a string of the full file path */
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|     if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) {
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|         SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
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|         return false;
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|     }
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| 
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|     /* Create an audio stream. Set the source format to the wav's format (what
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|        we'll input), leave the dest format NULL here (it'll change to what the
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|        device wants once we bind it). */
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|     sound->stream = SDL_CreateAudioStream(&spec, NULL);
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|     if (!sound->stream) {
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|         SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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|     } else if (!SDL_BindAudioStream(audio_device, sound->stream)) {  /* once bound, it'll start playing when there is data available! */
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|         SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError());
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|     } else {
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|         retval = true;  /* success! */
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|     }
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| 
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|     SDL_free(wav_path);  /* done with this string. */
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|     return retval;
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| }
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| 
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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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| 
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|     SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams");
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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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|     if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 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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|     /* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
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|     audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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|     if (audio_device == 0) {
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|         SDL_Log("Couldn't open audio device: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     if (!init_sound("sample.wav", &sounds[0])) {
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|         return SDL_APP_FAILURE;
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|     } else if (!init_sound("sword.wav", &sounds[1])) {
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|         return SDL_APP_FAILURE;
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|     }
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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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|     int i;
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| 
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|     for (i = 0; i < SDL_arraysize(sounds); i++) {
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|         /* If less than a full copy of the audio is queued for playback, put another copy in there.
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|            This is overkill, but easy when lots of RAM is cheap. One could be more careful and
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|            queue less at a time, as long as the stream doesn't run dry.  */
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|         if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
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|             SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
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|         }
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|     }
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| 
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|     /* just blank the screen. */
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|     SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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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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|     int i;
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| 
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|     SDL_CloseAudioDevice(audio_device);
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| 
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|     for (i = 0; i < SDL_arraysize(sounds); i++) {
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|         if (sounds[i].stream) {
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|             SDL_DestroyAudioStream(sounds[i].stream);
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|         }
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|         SDL_free(sounds[i].wav_data);
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|     }
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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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