| /* |
| * 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, 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! */ |
| } |
| |
| /* 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. */ |
| } |
| |