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kaizen/external/SDL/examples/audio/02-simple-playback-callback/simple-playback-callback.c
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iris 00cc9309cb Squashed 'external/ircolib/' changes from ce3cd726c..de6e324bd
de6e324bd separate emu thread
10d3daf86 Roms List improvements
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fc306967f Wow the ROM Header was just completely busted. Game list view works now
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2b59e5f46 game list in progress
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430139dc9 Qt6 frontend
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08cd13b85 Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.
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12e81e73e need to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)
204f0e13b idle skipping seems to work!
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68e613057 prep cache impl
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d5024ebbf small MI refactor in preparation of (eventually) implementing the RDRAM interface properly
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c1a705e86 Emulate weird JALR behaviour
4b4c32f4b Fix exception for "unusable COP1" in 4 instructions i missed accidentally (again)
df5828142 Bug putting 0s in the log everywhere
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8241e9735 Fix exception for "unusable COP1" in 4 instructions i missed accidentally
b29715f20 small changes
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git-subtree-dir: external/ircolib
git-subtree-split: de6e324bde
2026-06-15 11:56:38 +02:00

117 lines
4.9 KiB
C

/*
* This example code creates a 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 current_sine_sample = 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;
/* generate a 440Hz pure tone */
for (i = 0; i < total; i++) {
const int freq = 440;
const float phase = current_sine_sample * freq / 8000.0f;
samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
current_sine_sample++;
}
/* wrapping around to avoid floating-point errors */
current_sine_sample %= 8000;
/* 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;
SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
/* 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_Log("Couldn't create audio stream: %s", SDL_GetError());
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_AppResult result)
{
/* SDL will clean up the window/renderer for us. */
}