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+/*
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+ * This example code $WHAT_IT_DOES.
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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 total_samples_generated = 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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+
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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/renderer/clear", 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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+ /* 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, 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 half a second queued, generate more.
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+ A sine wave is unchanging audio--easy to stream--but for video games, you'll want
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+ to generate significantly _less_ audio ahead of time! */
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+ const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */
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+ if (SDL_GetAudioStreamAvailable(stream) < minimum_audio) {
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+ static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */
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+ int i;
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+
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+ for (i = 0; i < SDL_arraysize(samples); i++) {
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+ /* You don't have to care about this math; we're just generating a simple sine wave as we go.
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+ https://en.wikipedia.org/wiki/Sine_wave */
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+ const float time = total_samples_generated / 8000.0f;
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+ const int sine_freq = 500; /* run the wave at 500Hz */
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+ samples[i] = SDL_sinf(6.283185f * sine_freq * time);
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+ total_samples_generated++;
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+ }
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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(stream, samples, sizeof (samples));
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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 will clean up the window/renderer for us. */
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+}
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+
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