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chore(build): use SDL3
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vendor/sdl-3.2.10/examples/audio/04-multiple-streams/README.txt
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vendor/sdl-3.2.10/examples/audio/04-multiple-streams/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 loads two .wav files, puts them an audio streams and binds
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them for playback, repeating both sounds on loop. This shows several streams
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mixing into a single playback device.
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vendor/sdl-3.2.10/examples/audio/04-multiple-streams/multiple-streams.c
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vendor/sdl-3.2.10/examples/audio/04-multiple-streams/multiple-streams.c
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/*
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* This example code loads two .wav files, puts them an audio streams and
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* binds them for playback, repeating both sounds on loop. This shows several
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* streams mixing into a single playback device.
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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_AudioDeviceID audio_device = 0;
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/* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */
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typedef struct Sound {
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Uint8 *wav_data;
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Uint32 wav_data_len;
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SDL_AudioStream *stream;
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} Sound;
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static Sound sounds[2];
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static bool init_sound(const char *fname, Sound *sound)
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{
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bool retval = false;
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SDL_AudioSpec spec;
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char *wav_path = NULL;
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/* Load the .wav files from wherever the app is being run from. */
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SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */
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if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) {
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SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
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return false;
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}
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/* Create an audio stream. Set the source format to the wav's format (what
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we'll input), leave the dest format NULL here (it'll change to what the
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device wants once we bind it). */
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sound->stream = SDL_CreateAudioStream(&spec, NULL);
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if (!sound->stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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} else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */
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SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError());
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} else {
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retval = true; /* success! */
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}
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SDL_free(wav_path); /* done with this string. */
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return retval;
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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_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams");
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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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if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 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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/* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
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audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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if (audio_device == 0) {
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SDL_Log("Couldn't open audio device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!init_sound("sample.wav", &sounds[0])) {
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return SDL_APP_FAILURE;
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} else if (!init_sound("sword.wav", &sounds[1])) {
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return SDL_APP_FAILURE;
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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 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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int i;
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for (i = 0; i < SDL_arraysize(sounds); i++) {
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/* If less than a full copy of the audio is queued for playback, put another copy in there.
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This is overkill, but easy when lots of RAM is cheap. One could be more careful and
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queue less at a time, as long as the stream doesn't run dry. */
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if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
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SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
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}
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}
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/* just blank the screen. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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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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int i;
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SDL_CloseAudioDevice(audio_device);
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for (i = 0; i < SDL_arraysize(sounds); i++) {
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if (sounds[i].stream) {
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SDL_DestroyAudioStream(sounds[i].stream);
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}
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SDL_free(sounds[i].wav_data);
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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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