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chore(build): use SDL3
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vendor/sdl-3.2.10/examples/audio/02-simple-playback-callback/README.txt
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vendor/sdl-3.2.10/examples/audio/02-simple-playback-callback/README.txt
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If you're running this in a web browser, you need to click the window before you'll hear anything!
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This example code creates a simple audio stream for playing sound, and
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generates a sine wave sound effect for it to play as time goes on. Unlike
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the previous example, this uses a callback to generate sound.
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vendor/sdl-3.2.10/examples/audio/02-simple-playback-callback/simple-playback-callback.c
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vendor/sdl-3.2.10/examples/audio/02-simple-playback-callback/simple-playback-callback.c
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/*
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* This example code creates a simple audio stream for playing sound, and
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* generates a sine wave sound effect for it to play as time goes on. Unlike
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* the previous example, this uses a callback to generate sound.
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*
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* This might be the path of least resistance if you're moving an SDL2
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* program's audio code to SDL3.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_AudioStream *stream = NULL;
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static int current_sine_sample = 0;
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/* this function will be called (usually in a background thread) when the audio stream is consuming data. */
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static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount)
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{
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/* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs
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than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what
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it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the
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hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more
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than necessary. */
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additional_amount /= sizeof (float); /* convert from bytes to samples */
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while (additional_amount > 0) {
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float samples[128]; /* this will feed 128 samples each iteration until we have enough. */
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const int total = SDL_min(additional_amount, SDL_arraysize(samples));
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int i;
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/* generate a 440Hz pure tone */
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for (i = 0; i < total; i++) {
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const int freq = 440;
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const float phase = current_sine_sample * freq / 8000.0f;
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samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
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current_sine_sample++;
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}
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/* wrapping around to avoid floating-point errors */
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current_sine_sample %= 8000;
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/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
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SDL_PutAudioStreamData(astream, samples, total * sizeof (float));
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additional_amount -= total; /* subtract what we've just fed the stream. */
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}
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}
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_AudioSpec spec;
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SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* we don't _need_ a window for audio-only things but it's good policy to have one. */
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if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* We're just playing a single thing here, so we'll use the simplified option.
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We are always going to feed audio in as mono, float32 data at 8000Hz.
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The stream will convert it to whatever the hardware wants on the other side. */
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spec.channels = 1;
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spec.format = SDL_AUDIO_F32;
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spec.freq = 8000;
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stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, FeedTheAudioStreamMore, NULL);
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if (!stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
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SDL_ResumeAudioStreamDevice(stream);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* we're not doing anything with the renderer, so just blank it out. */
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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/* all the work of feeding the audio stream is happening in a callback in a background thread. */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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/* SDL will clean up the window/renderer for us. */
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}
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