| /* |
| Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely. |
| */ |
| |
| #define SDL_MAIN_USE_CALLBACKS 1 |
| #include <SDL3/SDL.h> |
| #include <SDL3/SDL_main.h> |
| #include <SDL3/SDL_test.h> |
| |
| static SDL_Window *window = NULL; |
| static SDL_Renderer *renderer = NULL; |
| static SDL_AudioStream *stream_in = NULL; |
| static SDL_AudioStream *stream_out = NULL; |
| static SDLTest_CommonState *state = NULL; |
| |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv) |
| { |
| SDL_AudioDeviceID *devices; |
| SDL_AudioSpec outspec; |
| SDL_AudioSpec inspec; |
| SDL_AudioDeviceID device; |
| SDL_AudioDeviceID want_device = SDL_AUDIO_DEVICE_DEFAULT_RECORDING; |
| const char *devname = NULL; |
| int i; |
| |
| /* this doesn't have to run very much, so give up tons of CPU time between iterations. */ |
| SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "15"); |
| |
| /* Initialize test framework */ |
| state = SDLTest_CommonCreateState(argv, 0); |
| if (!state) { |
| return SDL_APP_SUCCESS; |
| } |
| |
| /* Parse commandline */ |
| for (i = 1; i < argc;) { |
| int consumed; |
| |
| consumed = SDLTest_CommonArg(state, i); |
| if (!consumed) { |
| if (!devname) { |
| devname = argv[i]; |
| consumed = 1; |
| } |
| } |
| if (consumed <= 0) { |
| static const char *options[] = { "[device_name]", NULL }; |
| SDLTest_CommonLogUsage(state, argv[0], options); |
| return SDL_APP_FAILURE; |
| } |
| |
| i += consumed; |
| } |
| |
| /* Load the SDL library */ |
| if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
| return SDL_APP_SUCCESS; |
| } |
| |
| if (!SDL_CreateWindowAndRenderer("testaudiorecording", 320, 240, 0, &window, &renderer)) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window and renderer: %s\n", SDL_GetError()); |
| return SDL_APP_SUCCESS; |
| } |
| SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); |
| SDL_RenderClear(renderer); |
| SDL_RenderPresent(renderer); |
| |
| SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver()); |
| |
| devices = SDL_GetAudioRecordingDevices(NULL); |
| for (i = 0; devices[i] != 0; i++) { |
| const char *name = SDL_GetAudioDeviceName(devices[i]); |
| SDL_Log(" Recording device #%d: '%s'\n", i, name); |
| if (devname && (SDL_strcmp(devname, name) == 0)) { |
| want_device = devices[i]; |
| } |
| } |
| |
| if (devname && (want_device == SDL_AUDIO_DEVICE_DEFAULT_RECORDING)) { |
| SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Didn't see a recording device named '%s', using the system default instead.\n", devname); |
| devname = NULL; |
| } |
| |
| /* DirectSound can fail in some instances if you open the same hardware |
| for both recording and output and didn't open the output end first, |
| according to the docs, so if you're doing something like this, always |
| open your recording devices second in case you land in those bizarre |
| circumstances. */ |
| |
| SDL_Log("Opening default playback device...\n"); |
| device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL); |
| if (!device) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open an audio device for playback: %s!\n", SDL_GetError()); |
| SDL_free(devices); |
| return SDL_APP_FAILURE; |
| } |
| SDL_PauseAudioDevice(device); |
| SDL_GetAudioDeviceFormat(device, &outspec, NULL); |
| stream_out = SDL_CreateAudioStream(&outspec, &outspec); |
| if (!stream_out) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create an audio stream for playback: %s!\n", SDL_GetError()); |
| SDL_free(devices); |
| return SDL_APP_FAILURE; |
| } else if (!SDL_BindAudioStream(device, stream_out)) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't bind an audio stream for playback: %s!\n", SDL_GetError()); |
| SDL_free(devices); |
| return SDL_APP_FAILURE; |
| } |
| |
| SDL_Log("Opening recording device %s%s%s...\n", |
| devname ? "'" : "", |
| devname ? devname : "[[default]]", |
| devname ? "'" : ""); |
| |
| device = SDL_OpenAudioDevice(want_device, NULL); |
| if (!device) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open an audio device for recording: %s!\n", SDL_GetError()); |
| SDL_free(devices); |
| return SDL_APP_FAILURE; |
| } |
| SDL_free(devices); |
| SDL_PauseAudioDevice(device); |
| SDL_GetAudioDeviceFormat(device, &inspec, NULL); |
| stream_in = SDL_CreateAudioStream(&inspec, &inspec); |
| if (!stream_in) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create an audio stream for recording: %s!\n", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } else if (!SDL_BindAudioStream(device, stream_in)) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't bind an audio stream for recording: %s!\n", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| SDL_SetAudioStreamFormat(stream_in, NULL, &outspec); /* make sure we output at the playback format. */ |
| |
| SDL_Log("Ready! Hold down mouse or finger to record!\n"); |
| |
| return SDL_APP_CONTINUE; |
| } |
| |
| SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) |
| { |
| if (event->type == SDL_EVENT_QUIT) { |
| return SDL_APP_SUCCESS; |
| } else if (event->type == SDL_EVENT_KEY_DOWN) { |
| if (event->key.key == SDLK_ESCAPE) { |
| return SDL_APP_SUCCESS; |
| } |
| } else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) { |
| if (event->button.button == 1) { |
| SDL_PauseAudioStreamDevice(stream_out); |
| SDL_FlushAudioStream(stream_out); /* so no samples are held back for resampling purposes. */ |
| SDL_ResumeAudioStreamDevice(stream_in); |
| } |
| } else if (event->type == SDL_EVENT_MOUSE_BUTTON_UP) { |
| if (event->button.button == 1) { |
| SDL_PauseAudioStreamDevice(stream_in); |
| SDL_FlushAudioStream(stream_in); /* so no samples are held back for resampling purposes. */ |
| SDL_ResumeAudioStreamDevice(stream_out); |
| } |
| } |
| return SDL_APP_CONTINUE; |
| } |
| |
| SDL_AppResult SDL_AppIterate(void *appstate) |
| { |
| if (!SDL_AudioDevicePaused(SDL_GetAudioStreamDevice(stream_in))) { |
| SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); |
| } else { |
| SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); |
| } |
| SDL_RenderClear(renderer); |
| SDL_RenderPresent(renderer); |
| |
| /* Feed any new data we recorded to the output stream. It'll play when we unpause the device. */ |
| while (SDL_GetAudioStreamAvailable(stream_in) > 0) { |
| Uint8 buf[1024]; |
| const int br = SDL_GetAudioStreamData(stream_in, buf, sizeof(buf)); |
| if (br < 0) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to read from input audio stream: %s\n", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } else if (!SDL_PutAudioStreamData(stream_out, buf, br)) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to write to output audio stream: %s\n", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| } |
| |
| return SDL_APP_CONTINUE; |
| } |
| |
| void SDL_AppQuit(void *appstate, SDL_AppResult result) |
| { |
| SDL_Log("Shutting down.\n"); |
| const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamDevice(stream_in); |
| const SDL_AudioDeviceID devid_out = SDL_GetAudioStreamDevice(stream_out); |
| SDL_CloseAudioDevice(devid_in); /* !!! FIXME: use SDL_OpenAudioDeviceStream instead so we can dump this. */ |
| SDL_CloseAudioDevice(devid_out); |
| SDL_DestroyAudioStream(stream_in); |
| SDL_DestroyAudioStream(stream_out); |
| SDL_DestroyRenderer(renderer); |
| SDL_DestroyWindow(window); |
| SDL_Quit(); |
| SDLTest_CommonDestroyState(state); |
| } |
| |
| |