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+/*
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+ * This example code creates an 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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+int 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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+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) == -1) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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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) == -1) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
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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) == -1) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load .wav file!", SDL_GetError(), NULL);
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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_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create audio stream!", SDL_GetError(), window);
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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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+ /* (this is a web browser requirement, not an SDL thing.) */
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+ SDL_Log("If you're running this in a web browser, you need to click the window before you'll hear anything.");
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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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+int SDL_AppEvent(void *appstate, const 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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+int 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_GetAudioStreamAvailable(stream) < 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)
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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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