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@@ -17,7 +17,7 @@
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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 total_samples_generated = 0;
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+static int current_sine_sample = 0;
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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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@@ -36,11 +36,14 @@ static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astr
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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 int phase = (total_samples_generated * freq) % 8000;
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- samples[i] = (float)SDL_sin(phase * 2 * SDL_PI_D / 8000.0);
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- total_samples_generated++;
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+ const int 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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+
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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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