chore(build): use SDL3

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phaneron 2025-04-12 04:38:19 -04:00
parent 9d04a35d87
commit b3c0734a9e
3286 changed files with 866354 additions and 554996 deletions

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If you're running this in a web browser, you need to click the window before you'll hear anything!
This example code creates a simple audio stream for playing sound, and
generates a sine wave sound effect for it to play as time goes on. This is the
simplest way to get up and running with procedural sound.

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/*
* This example code creates a simple audio stream for playing sound, and
* generates a sine wave sound effect for it to play as time goes on. This
* is the simplest way to get up and running with procedural sound.
*
* 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_AudioStream *stream = NULL;
static int current_sine_sample = 0;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_AudioSpec spec;
SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* We're just playing a single thing here, so we'll use the simplified option.
We are always going to feed audio in as mono, float32 data at 8000Hz.
The stream will convert it to whatever the hardware wants on the other side. */
spec.channels = 1;
spec.format = SDL_AUDIO_F32;
spec.freq = 8000;
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
if (!stream) {
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
SDL_ResumeAudioStreamDevice(stream);
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)
{
/* see if we need to feed the audio stream more data yet.
We're being lazy here, but if there's less than half a second queued, generate more.
A sine wave is unchanging audio--easy to stream--but for video games, you'll want
to generate significantly _less_ audio ahead of time! */
const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */
if (SDL_GetAudioStreamQueued(stream) < minimum_audio) {
static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */
int i;
/* generate a 440Hz pure tone */
for (i = 0; i < SDL_arraysize(samples); i++) {
const int freq = 440;
const float phase = current_sine_sample * freq / 8000.0f;
samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
current_sine_sample++;
}
/* wrapping around to avoid floating-point errors */
current_sine_sample %= 8000;
/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
SDL_PutAudioStreamData(stream, samples, sizeof (samples));
}
/* we're not doing anything with the renderer, so just blank it out. */
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)
{
/* SDL will clean up the window/renderer for us. */
}

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If you're running this in a web browser, you need to click the window before you'll hear anything!
This example code creates a simple audio stream for playing sound, and
generates a sine wave sound effect for it to play as time goes on. Unlike
the previous example, this uses a callback to generate sound.

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/*
* This example code creates a simple audio stream for playing sound, and
* generates a sine wave sound effect for it to play as time goes on. Unlike
* the previous example, this uses a callback to generate sound.
*
* This might be the path of least resistance if you're moving an SDL2
* program's audio code to SDL3.
*
* 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_AudioStream *stream = NULL;
static int current_sine_sample = 0;
/* this function will be called (usually in a background thread) when the audio stream is consuming data. */
static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount)
{
/* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs
than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what
it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the
hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more
than necessary. */
additional_amount /= sizeof (float); /* convert from bytes to samples */
while (additional_amount > 0) {
float samples[128]; /* this will feed 128 samples each iteration until we have enough. */
const int total = SDL_min(additional_amount, SDL_arraysize(samples));
int i;
/* generate a 440Hz pure tone */
for (i = 0; i < total; i++) {
const int freq = 440;
const float phase = current_sine_sample * freq / 8000.0f;
samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
current_sine_sample++;
}
/* wrapping around to avoid floating-point errors */
current_sine_sample %= 8000;
/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
SDL_PutAudioStreamData(astream, samples, total * sizeof (float));
additional_amount -= total; /* subtract what we've just fed the stream. */
}
}
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_AudioSpec spec;
SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* We're just playing a single thing here, so we'll use the simplified option.
We are always going to feed audio in as mono, float32 data at 8000Hz.
The stream will convert it to whatever the hardware wants on the other side. */
spec.channels = 1;
spec.format = SDL_AUDIO_F32;
spec.freq = 8000;
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, FeedTheAudioStreamMore, NULL);
if (!stream) {
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
SDL_ResumeAudioStreamDevice(stream);
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)
{
/* we're not doing anything with the renderer, so just blank it out. */
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
/* all the work of feeding the audio stream is happening in a callback in a background thread. */
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
/* SDL will clean up the window/renderer for us. */
}

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If you're running this in a web browser, you need to click the window before you'll hear anything!
This example code creates a simple audio stream for playing sound, and
loads a .wav file that is pushed through the stream in a loop.

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/*
* This example code creates a simple audio stream for playing sound, and
* loads a .wav file that is pushed through the stream in a loop.
*
* This code is public domain. Feel free to use it for any purpose!
*
* The .wav file is a sample from Will Provost's song, The Living Proof,
* used with permission.
*
* From the album The Living Proof
* Publisher: 5 Guys Named Will
* Copyright 1996 Will Provost
* https://itunes.apple.com/us/album/the-living-proof/id4153978
* http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH
*/
#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_AudioStream *stream = NULL;
static Uint8 *wav_data = NULL;
static Uint32 wav_data_len = 0;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_AudioSpec spec;
char *wav_path = NULL;
SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* Load the .wav file from wherever the app is being run from. */
SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */
if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) {
SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_free(wav_path); /* done with this string. */
/* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
if (!stream) {
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
SDL_ResumeAudioStreamDevice(stream);
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)
{
/* see if we need to feed the audio stream more data yet.
We're being lazy here, but if there's less than the entire wav file left to play,
just shove a whole copy of it into the queue, so we always have _tons_ of
data queued for playback. */
if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) {
/* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
SDL_PutAudioStreamData(stream, wav_data, wav_data_len);
}
/* we're not doing anything with the renderer, so just blank it out. */
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)
{
SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */
/* SDL will clean up the window/renderer for us. */
}

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If you're running this in a web browser, you need to click the window before you'll hear anything!
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.

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/*
* 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!
*/
#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, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* 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. */
}

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