# Emscripten | |
(This documentation is not very robust; we will update and expand this later.) | |
## A quick note about audio | |
Modern web browsers will not permit web pages to produce sound before the | |
user has interacted with them; this is for several reasons, not the least | |
of which being that no one likes when a random browser tab suddenly starts | |
making noise and the user has to scramble to figure out which and silence | |
it. | |
To solve this, most browsers will refuse to let a web app use the audio | |
subsystem at all before the user has interacted with (clicked on) the page | |
in a meaningful way. SDL-based apps also have to deal with this problem; if | |
the user hasn't interacted with the page, SDL_OpenAudioDevice will fail. | |
There are two reasonable ways to deal with this: if you are writing some | |
sort of media player thing, where the user expects there to be a volume | |
control when you mouseover the canvas, just default that control to a muted | |
state; if the user clicks on the control to unmute it, on this first click, | |
open the audio device. This allows the media to play at start, the user can | |
reasonably opt-in to listening, and you never get access denied to the audio | |
device. | |
Many games do not have this sort of UI, and are more rigid about starting | |
audio along with everything else at the start of the process. For these, your | |
best bet is to write a little Javascript that puts up a "Click here to play!" | |
UI, and upon the user clicking, remove that UI and then call the Emscripten | |
app's main() function. As far as the application knows, the audio device was | |
available to be opened as soon as the program started, and since this magic | |
happens in a little Javascript, you don't have to change your C/C++ code at | |
all to make it happen. | |
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385 | |
for some Javascript code to steal for this approach. | |
## Building SDL/emscripten | |
SDL currently requires at least Emscripten 2.0.32 to build. Newer versions | |
are likely to work, as well. | |
Build: | |
$ mkdir build | |
$ cd build | |
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2" | |
$ emmake make | |
Or with cmake: | |
$ mkdir build | |
$ cd build | |
$ emcmake cmake .. | |
$ emmake make | |
To build one of the tests: | |
$ cd test/ | |
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html | |
Uses GLES2 renderer or software | |
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere): | |
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/): | |
$ EMCONFIGURE_JS=1 emconfigure ../configure | |
build as usual... | |
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx): | |
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx | |
build as usual... |