diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt index 23d91ff1c7..2a13a038ac 100644 --- a/examples/CMakeLists.txt +++ b/examples/CMakeLists.txt @@ -139,7 +139,7 @@ add_sdl_example_executable(renderer-debug-text SOURCES renderer/18-debug-text/de add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c) add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c) add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav) -add_sdl_example_executable(audio-multiple-streams SOURCES audio/04-multiple-streams/multiple-streams.c) +add_sdl_example_executable(audio-multiple-streams SOURCES audio/04-multiple-streams/multiple-streams.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav ${CMAKE_CURRENT_SOURCE_DIR}/../test/sword.wav) add_sdl_example_executable(input-joystick-polling SOURCES input/01-joystick-polling/joystick-polling.c) add_sdl_example_executable(input-joystick-events SOURCES input/02-joystick-events/joystick-events.c) add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c) diff --git a/examples/audio/04-multiple-streams/README.txt b/examples/audio/04-multiple-streams/README.txt index cdbc0202b7..ecb82f56dc 100644 --- a/examples/audio/04-multiple-streams/README.txt +++ b/examples/audio/04-multiple-streams/README.txt @@ -1,5 +1,3 @@ -This example code loads .wav files dropped onto the app window, puts -them in an audio stream and binds them for playback. This shows several -streams mixing into a single playback device. - -Drag several files while one is still playing! +This example code loads two .wav files, puts them an audio streams and binds +them for playback, repeating both sounds on loop. This shows several streams +mixing into a single playback device. diff --git a/examples/audio/04-multiple-streams/multiple-streams.c b/examples/audio/04-multiple-streams/multiple-streams.c index b2c494f88d..48109d301b 100644 --- a/examples/audio/04-multiple-streams/multiple-streams.c +++ b/examples/audio/04-multiple-streams/multiple-streams.c @@ -1,6 +1,6 @@ /* - * This example code loads .wav files dropped onto the app window, puts - * them in an audio stream and binds them for playback. This shows several + * This example code loads two .wav files, puts them an 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! @@ -14,12 +14,50 @@ static SDL_Window *window = NULL; static SDL_Renderer *renderer = NULL; static SDL_AudioDeviceID audio_device = 0; -static SDL_AudioStream **streams = NULL; -static int num_streams = 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)) { @@ -39,66 +77,20 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) 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! */ } -static void load_wav_file(const char *fname) -{ - int idx; - SDL_AudioSpec spec; - Uint8 *wav_data = NULL; - Uint32 wav_data_len = 0; - - /* Find an unused element in the streams array... */ - for (idx = 0; idx < num_streams; idx++) { - if (streams[idx] == NULL) { - break; - } - } - - /* No space? Grow the array. */ - if (idx == num_streams) { - void *ptr = SDL_realloc(streams, (num_streams + 1) * sizeof (*streams)); - if (!ptr) { - SDL_Log("Out of memory!"); - return; // oh well. - } - streams = (SDL_AudioStream **) ptr; - streams[idx] = NULL; - num_streams++; - } - - /* Load the new .wav file */ - if (!SDL_LoadWAV(fname, &spec, &wav_data, &wav_data_len)) { - SDL_Log("Failed to load '%s': %s", fname, SDL_GetError()); - return; // oh well. - } - - /* 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). */ - streams[idx] = SDL_CreateAudioStream(&spec, NULL); - if (!streams[idx]) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - } else if (!SDL_BindAudioStream(audio_device, streams[idx])) { /* 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 if (!SDL_PutAudioStreamData(streams[idx], wav_data, (int) wav_data_len)) { - SDL_Log("Failed to put '%s' data into stream: %s", fname, SDL_GetError()); - } else { - /* tell SDL we won't be sending more data to this stream, so don't hold back for resampling. */ - SDL_FlushAudioStream(streams[idx]); - } - - SDL_free(wav_data); -} - /* 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. */ - } else if (event->type == SDL_EVENT_DROP_FILE) { - load_wav_file(event->drop.data); } return SDL_APP_CONTINUE; /* carry on with the program! */ } @@ -106,26 +98,20 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) /* This function runs once per frame, and is the heart of the program. */ SDL_AppResult SDL_AppIterate(void *appstate) { - int winw = 640, winh = 480; - const char *text = "--> Drag and drop .wav files here <--"; - float x, y; int i; - /* see if any streams have finished; destroy them if so. */ - for (i = 0; i < num_streams; i++) { - if (streams[i] && (SDL_GetAudioStreamAvailable(streams[i]) == 0)) { - SDL_DestroyAudioStream(streams[i]); - streams[i] = NULL; + 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_GetAudioStreamAvailable(sounds[i].stream) < 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_GetWindowSize(window, &winw, &winh); - x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f; - y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f; - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); - SDL_RenderDebugText(renderer, x, y, text); SDL_RenderPresent(renderer); return SDL_APP_CONTINUE; /* carry on with the program! */ @@ -138,14 +124,12 @@ void SDL_AppQuit(void *appstate, SDL_AppResult result) SDL_CloseAudioDevice(audio_device); - /* see if any streams have finished; destroy them if so. */ - for (i = 0; i < num_streams; i++) { - if (streams[i]) { - SDL_DestroyAudioStream(streams[i]); + for (i = 0; i < SDL_arraysize(sounds); i++) { + if (sounds[i].stream) { + SDL_DestroyAudioStream(sounds[i].stream); } + SDL_free(sounds[i].wav_data); } - SDL_free(streams); - /* SDL will clean up the window/renderer for us. */ } diff --git a/test/LICENSE.txt b/test/LICENSE.txt index 0cad4d3fd5..472c6ad1a5 100644 --- a/test/LICENSE.txt +++ b/test/LICENSE.txt @@ -34,6 +34,14 @@ Thanks to Will for permitting us to distribute this sample with SDL! +This directory contains sword.wav: + + sword04.wav by Erdie + Original: https://freesound.org/s/27858/ + License: https://creativecommons.org/licenses/by/4.0/ + + + The .bmp files used by testaudio.c were made by AlDraw: https://linktr.ee/AlexDraw diff --git a/test/sword.wav b/test/sword.wav new file mode 100644 index 0000000000..193cf54320 Binary files /dev/null and b/test/sword.wav differ