Merge commit '8821e99ab51434f24f3e64dd7ec4cfeeb761a018' as 'external/SDL'
This commit is contained in:
5
external/SDL/examples/audio/01-simple-playback/README.txt
vendored
Normal file
5
external/SDL/examples/audio/01-simple-playback/README.txt
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
If you're running this in a web browser, you need to click the window before you'll hear anything!
|
||||
|
||||
This example code creates an simple audio stream for playing sound, and
|
||||
generates a sine wave sound effect for it to play as time goes on. This is the
|
||||
simplest way to get up and running with procedural sound.
|
||||
99
external/SDL/examples/audio/01-simple-playback/simple-playback.c
vendored
Normal file
99
external/SDL/examples/audio/01-simple-playback/simple-playback.c
vendored
Normal file
@@ -0,0 +1,99 @@
|
||||
/*
|
||||
* This example code creates an simple audio stream for playing sound, and
|
||||
* generates a sine wave sound effect for it to play as time goes on. This
|
||||
* is the simplest way to get up and running with procedural sound.
|
||||
*
|
||||
* This code is public domain. Feel free to use it for any purpose!
|
||||
*/
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_AudioStream *stream = NULL;
|
||||
static int total_samples_generated = 0;
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_AudioSpec spec;
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* We're just playing a single thing here, so we'll use the simplified option.
|
||||
We are always going to feed audio in as mono, float32 data at 8000Hz.
|
||||
The stream will convert it to whatever the hardware wants on the other side. */
|
||||
spec.channels = 1;
|
||||
spec.format = SDL_AUDIO_F32;
|
||||
spec.freq = 8000;
|
||||
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
|
||||
if (!stream) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create audio stream!", SDL_GetError(), window);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
|
||||
SDL_ResumeAudioStreamDevice(stream);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
|
||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
{
|
||||
if (event->type == SDL_EVENT_QUIT) {
|
||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
||||
}
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once per frame, and is the heart of the program. */
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
/* see if we need to feed the audio stream more data yet.
|
||||
We're being lazy here, but if there's less than half a second queued, generate more.
|
||||
A sine wave is unchanging audio--easy to stream--but for video games, you'll want
|
||||
to generate significantly _less_ audio ahead of time! */
|
||||
const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */
|
||||
if (SDL_GetAudioStreamAvailable(stream) < minimum_audio) {
|
||||
static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */
|
||||
int i;
|
||||
|
||||
for (i = 0; i < SDL_arraysize(samples); i++) {
|
||||
/* You don't have to care about this math; we're just generating a simple sine wave as we go.
|
||||
https://en.wikipedia.org/wiki/Sine_wave */
|
||||
const float time = total_samples_generated / 8000.0f;
|
||||
const int sine_freq = 500; /* run the wave at 500Hz */
|
||||
samples[i] = SDL_sinf(6.283185f * sine_freq * time);
|
||||
total_samples_generated++;
|
||||
}
|
||||
|
||||
/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
|
||||
SDL_PutAudioStreamData(stream, samples, sizeof (samples));
|
||||
}
|
||||
|
||||
/* we're not doing anything with the renderer, so just blank it out. */
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
||||
5
external/SDL/examples/audio/02-simple-playback-callback/README.txt
vendored
Normal file
5
external/SDL/examples/audio/02-simple-playback-callback/README.txt
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
If you're running this in a web browser, you need to click the window before you'll hear anything!
|
||||
|
||||
This example code creates an simple audio stream for playing sound, and
|
||||
generates a sine wave sound effect for it to play as time goes on. Unlike
|
||||
the previous example, this uses a callback to generate sound.
|
||||
111
external/SDL/examples/audio/02-simple-playback-callback/simple-playback-callback.c
vendored
Normal file
111
external/SDL/examples/audio/02-simple-playback-callback/simple-playback-callback.c
vendored
Normal file
@@ -0,0 +1,111 @@
|
||||
/*
|
||||
* This example code creates an simple audio stream for playing sound, and
|
||||
* generates a sine wave sound effect for it to play as time goes on. Unlike
|
||||
* the previous example, this uses a callback to generate sound.
|
||||
*
|
||||
* This might be the path of least resistance if you're moving an SDL2
|
||||
* program's audio code to SDL3.
|
||||
*
|
||||
* This code is public domain. Feel free to use it for any purpose!
|
||||
*/
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_AudioStream *stream = NULL;
|
||||
static int total_samples_generated = 0;
|
||||
|
||||
/* this function will be called (usually in a background thread) when the audio stream is consuming data. */
|
||||
static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount)
|
||||
{
|
||||
/* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs
|
||||
than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what
|
||||
it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the
|
||||
hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more
|
||||
than necessary. */
|
||||
additional_amount /= sizeof (float); /* convert from bytes to samples */
|
||||
while (additional_amount > 0) {
|
||||
float samples[128]; /* this will feed 128 samples each iteration until we have enough. */
|
||||
const int total = SDL_min(additional_amount, SDL_arraysize(samples));
|
||||
int i;
|
||||
|
||||
for (i = 0; i < total; i++) {
|
||||
/* You don't have to care about this math; we're just generating a simple sine wave as we go.
|
||||
https://en.wikipedia.org/wiki/Sine_wave */
|
||||
const float time = total_samples_generated / 8000.0f;
|
||||
const int sine_freq = 500; /* run the wave at 500Hz */
|
||||
samples[i] = SDL_sinf(6.283185f * sine_freq * time);
|
||||
total_samples_generated++;
|
||||
}
|
||||
|
||||
/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
|
||||
SDL_PutAudioStreamData(astream, samples, total * sizeof (float));
|
||||
additional_amount -= total; /* subtract what we've just fed the stream. */
|
||||
}
|
||||
}
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_AudioSpec spec;
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* We're just playing a single thing here, so we'll use the simplified option.
|
||||
We are always going to feed audio in as mono, float32 data at 8000Hz.
|
||||
The stream will convert it to whatever the hardware wants on the other side. */
|
||||
spec.channels = 1;
|
||||
spec.format = SDL_AUDIO_F32;
|
||||
spec.freq = 8000;
|
||||
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, FeedTheAudioStreamMore, NULL);
|
||||
if (!stream) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create audio stream!", SDL_GetError(), window);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
|
||||
SDL_ResumeAudioStreamDevice(stream);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
|
||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
{
|
||||
if (event->type == SDL_EVENT_QUIT) {
|
||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
||||
}
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once per frame, and is the heart of the program. */
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
/* we're not doing anything with the renderer, so just blank it out. */
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
/* all the work of feeding the audio stream is happening in a callback in a background thread. */
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
||||
5
external/SDL/examples/audio/03-load-wav/README.txt
vendored
Normal file
5
external/SDL/examples/audio/03-load-wav/README.txt
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
If you're running this in a web browser, you need to click the window before you'll hear anything!
|
||||
|
||||
This example code creates an simple audio stream for playing sound, and
|
||||
loads a .wav file that is pushed through the stream in a loop.
|
||||
|
||||
101
external/SDL/examples/audio/03-load-wav/load-wav.c
vendored
Normal file
101
external/SDL/examples/audio/03-load-wav/load-wav.c
vendored
Normal file
@@ -0,0 +1,101 @@
|
||||
/*
|
||||
* This example code creates an simple audio stream for playing sound, and
|
||||
* loads a .wav file that is pushed through the stream in a loop.
|
||||
*
|
||||
* This code is public domain. Feel free to use it for any purpose!
|
||||
*
|
||||
* The .wav file is a sample from Will Provost's song, The Living Proof,
|
||||
* used with permission.
|
||||
*
|
||||
* From the album The Living Proof
|
||||
* Publisher: 5 Guys Named Will
|
||||
* Copyright 1996 Will Provost
|
||||
* https://itunes.apple.com/us/album/the-living-proof/id4153978
|
||||
* http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH
|
||||
*/
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_AudioStream *stream = NULL;
|
||||
static Uint8 *wav_data = NULL;
|
||||
static Uint32 wav_data_len = 0;
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_AudioSpec spec;
|
||||
char *wav_path = NULL;
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* Load the .wav file from wherever the app is being run from. */
|
||||
SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load .wav file!", SDL_GetError(), NULL);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(wav_path); /* done with this string. */
|
||||
|
||||
/* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */
|
||||
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
|
||||
if (!stream) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create audio stream!", SDL_GetError(), window);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
|
||||
SDL_ResumeAudioStreamDevice(stream);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
|
||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
{
|
||||
if (event->type == SDL_EVENT_QUIT) {
|
||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
||||
}
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once per frame, and is the heart of the program. */
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
/* see if we need to feed the audio stream more data yet.
|
||||
We're being lazy here, but if there's less than the entire wav file left to play,
|
||||
just shove a whole copy of it into the queue, so we always have _tons_ of
|
||||
data queued for playback. */
|
||||
if (SDL_GetAudioStreamAvailable(stream) < (int)wav_data_len) {
|
||||
/* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
|
||||
SDL_PutAudioStreamData(stream, wav_data, wav_data_len);
|
||||
}
|
||||
|
||||
/* we're not doing anything with the renderer, so just blank it out. */
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
{
|
||||
SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user