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			116 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
		
			4.8 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. Unlike
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|  * the previous example, this uses a callback to generate sound.
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|  *
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|  * This might be the path of least resistance if you're moving an SDL2
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|  * program's audio code to SDL3.
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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_AudioStream *stream = NULL;
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| static int current_sine_sample = 0;
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| 
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| /* this function will be called (usually in a background thread) when the audio stream is consuming data. */
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| static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount)
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| {
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|     /* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs
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|        than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what
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|        it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the
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|        hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more
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|        than necessary. */
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|     additional_amount /= sizeof (float);  /* convert from bytes to samples */
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|     while (additional_amount > 0) {
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|         float samples[128];  /* this will feed 128 samples each iteration until we have enough. */
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|         const int total = SDL_min(additional_amount, SDL_arraysize(samples));
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|         int i;
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| 
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|         /* generate a 440Hz pure tone */
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|         for (i = 0; i < total; 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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| 
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|         /* wrapping around to avoid floating-point errors */
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|         current_sine_sample %= 8000;
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| 
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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(astream, samples, total * sizeof (float));
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|         additional_amount -= total;  /* subtract what we've just fed the stream. */
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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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|     SDL_AudioSpec spec;
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| 
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|     SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback");
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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/simple-playback-callback", 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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|     /* 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, FeedTheAudioStreamMore, 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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|     /* 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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|     /* all the work of feeding the audio stream is happening in a callback in a background thread. */
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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 will clean up the window/renderer for us. */
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| }
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| 
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