| /* |
| * This example code loads two .wav files, puts them in audio streams and |
| * binds them for playback, repeating both sounds on loop. This shows several |
| * streams mixing into a single playback device. |
| * |
| * 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_AudioDeviceID audio_device = 0; |
| |
| /* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */ |
| typedef struct Sound { |
| Uint8 *wav_data; |
| Uint32 wav_data_len; |
| SDL_AudioStream *stream; |
| } Sound; |
| |
| static Sound sounds[2]; |
| |
| static bool init_sound(const char *fname, Sound *sound) |
| { |
| bool retval = false; |
| SDL_AudioSpec spec; |
| char *wav_path = NULL; |
| |
| /* Load the .wav files from wherever the app is being run from. */ |
| SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */ |
| if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) { |
| SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); |
| return false; |
| } |
| |
| /* Create an audio stream. Set the source format to the wav's format (what |
| we'll input), leave the dest format NULL here (it'll change to what the |
| device wants once we bind it). */ |
| sound->stream = SDL_CreateAudioStream(&spec, NULL); |
| if (!sound->stream) { |
| SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); |
| } else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */ |
| SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError()); |
| } else { |
| retval = true; /* success! */ |
| } |
| |
| SDL_free(wav_path); /* done with this string. */ |
| return retval; |
| } |
| |
| |
| /* This function runs once at startup. */ |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) |
| { |
| |
| SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams"); |
| |
| if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { |
| SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 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); |
| |
| /* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */ |
| audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL); |
| if (audio_device == 0) { |
| SDL_Log("Couldn't open audio device: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| if (!init_sound("sample.wav", &sounds[0])) { |
| return SDL_APP_FAILURE; |
| } else if (!init_sound("sword.wav", &sounds[1])) { |
| return SDL_APP_FAILURE; |
| } |
| |
| 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) |
| { |
| int i; |
| |
| for (i = 0; i < SDL_arraysize(sounds); i++) { |
| /* If less than a full copy of the audio is queued for playback, put another copy in there. |
| This is overkill, but easy when lots of RAM is cheap. One could be more careful and |
| queue less at a time, as long as the stream doesn't run dry. */ |
| if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) { |
| SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len); |
| } |
| } |
| |
| /* just blank the screen. */ |
| SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); |
| 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_AppResult result) |
| { |
| int i; |
| |
| SDL_CloseAudioDevice(audio_device); |
| |
| for (i = 0; i < SDL_arraysize(sounds); i++) { |
| if (sounds[i].stream) { |
| SDL_DestroyAudioStream(sounds[i].stream); |
| } |
| SDL_free(sounds[i].wav_data); |
| } |
| |
| /* SDL will clean up the window/renderer for us. */ |
| } |