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+/*
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+ * This example code loads .wav files dropped onto the app window, puts
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+ * them in an audio stream and binds them for playback. 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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+static SDL_AudioStream **streams = NULL;
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+static int num_streams = 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_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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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+static void load_wav_file(const char *fname)
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+{
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+ int idx;
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+ SDL_AudioSpec spec;
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+ Uint8 *wav_data = NULL;
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+ Uint32 wav_data_len = 0;
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+
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+ /* Find an unused element in the streams array... */
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+ for (idx = 0; idx < num_streams; idx++) {
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+ if (streams[idx] == NULL) {
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+ break;
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+ }
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+ }
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+
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+ /* No space? Grow the array. */
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+ if (idx == num_streams) {
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+ void *ptr = SDL_realloc(streams, (num_streams + 1) * sizeof (*streams));
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+ if (!ptr) {
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+ SDL_Log("Out of memory!");
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+ return; // oh well.
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+ }
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+ streams = (SDL_AudioStream **) ptr;
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+ streams[idx] = NULL;
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+ num_streams++;
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+ }
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+
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+ /* Load the new .wav file */
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+ if (!SDL_LoadWAV(fname, &spec, &wav_data, &wav_data_len)) {
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+ SDL_Log("Failed to load '%s': %s", fname, SDL_GetError());
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+ return; // oh well.
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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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+ streams[idx] = SDL_CreateAudioStream(&spec, NULL);
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+ if (!streams[idx]) {
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+ SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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+ } else if (!SDL_BindAudioStream(audio_device, streams[idx])) { /* 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 if (!SDL_PutAudioStreamData(streams[idx], wav_data, (int) wav_data_len)) {
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+ SDL_Log("Failed to put '%s' data into stream: %s", fname, SDL_GetError());
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+ } else {
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+ /* tell SDL we won't be sending more data to this stream, so don't hold back for resampling. */
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+ SDL_FlushAudioStream(streams[idx]);
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+ }
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+
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+ SDL_free(wav_data);
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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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+ } else if (event->type == SDL_EVENT_DROP_FILE) {
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+ load_wav_file(event->drop.data);
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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 winw = 640, winh = 480;
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+ const char *text = "--> Drag and drop .wav files here <--";
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+ float x, y;
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+ int i;
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+
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+ /* see if any streams have finished; destroy them if so. */
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+ for (i = 0; i < num_streams; i++) {
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+ if (streams[i] && (SDL_GetAudioStreamAvailable(streams[i]) == 0)) {
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+ SDL_DestroyAudioStream(streams[i]);
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+ streams[i] = NULL;
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+ }
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+ }
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+
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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+ SDL_RenderClear(renderer);
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+ SDL_GetWindowSize(window, &winw, &winh);
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+ x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
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+ y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
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+ SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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+ SDL_RenderDebugText(renderer, x, y, text);
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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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+ /* see if any streams have finished; destroy them if so. */
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+ for (i = 0; i < num_streams; i++) {
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+ if (streams[i]) {
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+ SDL_DestroyAudioStream(streams[i]);
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+ }
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+ }
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+
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+ SDL_free(streams);
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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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