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examples: Add a way to add datafiles to an example, and add audio/loa…
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../../../test/sample.wav |
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/* | ||
* 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 | ||
*/ | ||
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
#include <SDL3/SDL.h> | ||
#include <SDL3/SDL_main.h> | ||
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/* 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; | ||
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/* This function runs once at startup. */ | ||
int SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
{ | ||
SDL_AudioSpec spec; | ||
char *wav_path = NULL; | ||
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) == -1) { | ||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL); | ||
return SDL_APP_FAILURE; | ||
} | ||
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/* 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) == -1) { | ||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL); | ||
return SDL_APP_FAILURE; | ||
} | ||
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/* 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) == -1) { | ||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load .wav file!", SDL_GetError(), NULL); | ||
return SDL_APP_FAILURE; | ||
} | ||
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SDL_free(wav_path); /* done with this string. */ | ||
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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. */ | ||
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; | ||
} | ||
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/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ | ||
SDL_ResumeAudioStreamDevice(stream); | ||
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/* (this is a web browser requirement, not an SDL thing.) */ | ||
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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return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
} | ||
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
int SDL_AppEvent(void *appstate, const 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! */ | ||
} | ||
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/* This function runs once per frame, and is the heart of the program. */ | ||
int 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) < 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); | ||
} | ||
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/* we're not doing anything with the renderer, so just blank it out. */ | ||
SDL_RenderClear(renderer); | ||
SDL_RenderPresent(renderer); | ||
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return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
} | ||
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/* 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. */ | ||
} | ||
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