
It was intended to make the API easier to use, but various automatic garbage collection all had flaws, and making the application periodically clean up temporary memory added cognitive load to using the API, and in many cases was it was difficult to restructure threaded code to handle this. So, we're largely going back to the original system, where the API returns allocated results and you free them. In addition, to solve the problems we originally wanted temporary memory for: * Short strings with a finite count, like device names, get stored in a per-thread string pool. * Events continue to use temporary memory internally, which is cleaned up on the next event processing cycle.
205 lines
6.2 KiB
C
205 lines
6.2 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testutils.h"
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#include <stdio.h> /* for fflush() and stdout */
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static SDL_AudioSpec spec;
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static Uint8 *sound = NULL; /* Pointer to wave data */
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static Uint32 soundlen = 0; /* Length of wave data */
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/* these have to be in globals so the Emscripten port can see them in the mainloop. :/ */
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static SDL_AudioStream *stream = NULL;
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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static void loop(void)
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{
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if (SDL_GetAudioStreamAvailable(stream) == 0) {
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SDL_Log("done.");
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SDL_DestroyAudioStream(stream);
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SDL_free(sound);
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SDL_Quit();
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emscripten_cancel_main_loop();
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}
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}
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#endif
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static void
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test_multi_audio(const SDL_AudioDeviceID *devices, int devcount)
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{
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int keep_going = 1;
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SDL_AudioStream **streams = NULL;
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int i;
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#ifdef SDL_PLATFORM_ANDROID /* !!! FIXME: maybe always create a window, in the SDLTest layer, so these #ifdefs don't have to be here? */
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SDL_Event event;
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/* Create a Window to get fully initialized event processing for testing pause on Android. */
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SDL_CreateWindow("testmultiaudio", 320, 240, 0);
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#endif
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for (i = 0; i < devcount; i++) {
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const char *devname = SDL_GetAudioDeviceName(devices[i]);
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SDL_Log("Playing on device #%d of %d: id=%u, name='%s'...", i, devcount, (unsigned int) devices[i], devname);
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if ((stream = SDL_OpenAudioDeviceStream(devices[i], &spec, NULL, NULL)) == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Audio stream creation failed: %s", SDL_GetError());
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} else {
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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SDL_PutAudioStreamData(stream, sound, soundlen);
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SDL_FlushAudioStream(stream);
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (SDL_GetAudioStreamAvailable(stream) > 0) {
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#ifdef SDL_PLATFORM_ANDROID
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/* Empty queue, some application events would prevent pause. */
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while (SDL_PollEvent(&event)) {
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}
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#endif
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SDL_Delay(100);
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}
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#endif
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SDL_Log("done.");
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SDL_DestroyAudioStream(stream);
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}
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stream = NULL;
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}
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/* note that Emscripten currently doesn't run this part (but maybe only has a single audio device anyhow?) */
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SDL_Log("Playing on all devices...\n");
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streams = (SDL_AudioStream **) SDL_calloc(devcount, sizeof (SDL_AudioStream *));
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if (!streams) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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} else {
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for (i = 0; i < devcount; i++) {
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streams[i] = SDL_OpenAudioDeviceStream(devices[i], &spec, NULL, NULL);
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if (streams[i] == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Audio stream creation failed for device %d of %d: %s", i, devcount, SDL_GetError());
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} else {
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SDL_PutAudioStreamData(streams[i], sound, soundlen);
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SDL_FlushAudioStream(streams[i]);
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}
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}
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/* try to start all the devices about the same time. SDL does not guarantee sync across physical devices. */
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for (i = 0; i < devcount; i++) {
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if (streams[i]) {
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(streams[i]));
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}
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}
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while (keep_going) {
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keep_going = 0;
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for (i = 0; i < devcount; i++) {
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if (streams[i] && (SDL_GetAudioStreamAvailable(streams[i]) > 0)) {
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keep_going = 1;
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}
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}
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#ifdef SDL_PLATFORM_ANDROID
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/* Empty queue, some application events would prevent pause. */
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while (SDL_PollEvent(&event)) {}
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#endif
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SDL_Delay(100);
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}
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for (i = 0; i < devcount; i++) {
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SDL_DestroyAudioStream(streams[i]);
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}
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SDL_free(streams);
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}
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SDL_Log("All done!\n");
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}
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int main(int argc, char **argv)
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{
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SDL_AudioDeviceID *devices;
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int devcount = 0;
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int i;
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char *filename = NULL;
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SDLTest_CommonState *state;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
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return 1;
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}
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/* Enable standard application logging */
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Parse commandline */
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (!consumed) {
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if (!filename) {
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filename = argv[i];
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consumed = 1;
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}
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}
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if (consumed <= 0) {
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static const char *options[] = { "[sample.wav]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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return 1;
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}
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i += consumed;
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}
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/* Load the SDL library */
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if (SDL_Init(SDL_INIT_AUDIO) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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filename = GetResourceFilename(filename, "sample.wav");
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devices = SDL_GetAudioPlaybackDevices(&devcount);
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if (!devices) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Don't see any specific audio playback devices!");
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} else {
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/* Load the wave file into memory */
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if (SDL_LoadWAV(filename, &spec, &sound, &soundlen) == -1) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename,
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SDL_GetError());
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} else {
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test_multi_audio(devices, devcount);
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SDL_free(sound);
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}
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SDL_free(devices);
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}
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SDL_free(filename);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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return 0;
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}
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