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https://github.com/thunderbrewhq/thunderbrew
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chore(build): use SDL3
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3286 changed files with 866354 additions and 554996 deletions
214
vendor/sdl-3.2.10/test/testaudiorecording.c
vendored
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vendor/sdl-3.2.10/test/testaudiorecording.c
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/*
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Copyright (C) 1997-2025 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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#define SDL_MAIN_USE_CALLBACKS 1
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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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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_AudioStream *stream_in = NULL;
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static SDL_AudioStream *stream_out = NULL;
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static SDLTest_CommonState *state = NULL;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv)
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{
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SDL_AudioDeviceID *devices;
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SDL_AudioSpec outspec;
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SDL_AudioSpec inspec;
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SDL_AudioDeviceID device;
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SDL_AudioDeviceID want_device = SDL_AUDIO_DEVICE_DEFAULT_RECORDING;
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const char *devname = NULL;
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int i;
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/* this doesn't have to run very much, so give up tons of CPU time between iterations. */
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SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "15");
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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 SDL_APP_SUCCESS;
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}
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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 (!devname) {
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devname = 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[] = { "[device_name]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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return SDL_APP_FAILURE;
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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_VIDEO | SDL_INIT_AUDIO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_SUCCESS;
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}
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if (!SDL_CreateWindowAndRenderer("testaudiorecording", 320, 240, 0, &window, &renderer)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window and renderer: %s", SDL_GetError());
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return SDL_APP_SUCCESS;
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}
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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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SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver());
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devices = SDL_GetAudioRecordingDevices(NULL);
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for (i = 0; devices[i] != 0; i++) {
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const char *name = SDL_GetAudioDeviceName(devices[i]);
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SDL_Log(" Recording device #%d: '%s'", i, name);
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if (devname && (SDL_strcmp(devname, name) == 0)) {
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want_device = devices[i];
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}
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}
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if (devname && (want_device == SDL_AUDIO_DEVICE_DEFAULT_RECORDING)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Didn't see a recording device named '%s', using the system default instead.", devname);
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devname = NULL;
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}
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/* DirectSound can fail in some instances if you open the same hardware
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for both recording and output and didn't open the output end first,
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according to the docs, so if you're doing something like this, always
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open your recording devices second in case you land in those bizarre
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circumstances. */
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SDL_Log("Opening default playback device...");
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device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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if (!device) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open an audio device for playback: %s!", SDL_GetError());
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SDL_free(devices);
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return SDL_APP_FAILURE;
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}
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SDL_PauseAudioDevice(device);
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SDL_GetAudioDeviceFormat(device, &outspec, NULL);
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stream_out = SDL_CreateAudioStream(&outspec, &outspec);
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if (!stream_out) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create an audio stream for playback: %s!", SDL_GetError());
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SDL_free(devices);
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return SDL_APP_FAILURE;
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} else if (!SDL_BindAudioStream(device, stream_out)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't bind an audio stream for playback: %s!", SDL_GetError());
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SDL_free(devices);
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return SDL_APP_FAILURE;
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}
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SDL_Log("Opening recording device %s%s%s...",
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devname ? "'" : "",
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devname ? devname : "[[default]]",
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devname ? "'" : "");
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device = SDL_OpenAudioDevice(want_device, NULL);
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if (!device) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open an audio device for recording: %s!", SDL_GetError());
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SDL_free(devices);
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return SDL_APP_FAILURE;
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}
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SDL_free(devices);
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SDL_PauseAudioDevice(device);
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SDL_GetAudioDeviceFormat(device, &inspec, NULL);
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stream_in = SDL_CreateAudioStream(&inspec, &inspec);
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if (!stream_in) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create an audio stream for recording: %s!", SDL_GetError());
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return SDL_APP_FAILURE;
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} else if (!SDL_BindAudioStream(device, stream_in)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't bind an audio stream for recording: %s!", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_SetAudioStreamFormat(stream_in, NULL, &outspec); /* make sure we output at the playback format. */
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SDL_Log("Ready! Hold down mouse or finger to record!");
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return SDL_APP_CONTINUE;
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}
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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;
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} else if (event->type == SDL_EVENT_KEY_DOWN) {
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if (event->key.key == SDLK_ESCAPE) {
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return SDL_APP_SUCCESS;
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}
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} else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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if (event->button.button == 1) {
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SDL_PauseAudioStreamDevice(stream_out);
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SDL_FlushAudioStream(stream_out); /* so no samples are held back for resampling purposes. */
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SDL_ResumeAudioStreamDevice(stream_in);
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}
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} else if (event->type == SDL_EVENT_MOUSE_BUTTON_UP) {
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if (event->button.button == 1) {
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SDL_PauseAudioStreamDevice(stream_in);
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SDL_FlushAudioStream(stream_in); /* so no samples are held back for resampling purposes. */
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SDL_ResumeAudioStreamDevice(stream_out);
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}
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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if (!SDL_AudioStreamDevicePaused(stream_in)) {
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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} else {
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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}
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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/* Feed any new data we recorded to the output stream. It'll play when we unpause the device. */
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while (SDL_GetAudioStreamAvailable(stream_in) > 0) {
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Uint8 buf[1024];
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const int br = SDL_GetAudioStreamData(stream_in, buf, sizeof(buf));
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if (br < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to read from input audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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} else if (!SDL_PutAudioStreamData(stream_out, buf, br)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to write to output audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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}
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_Log("Shutting down.");
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const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamDevice(stream_in);
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const SDL_AudioDeviceID devid_out = SDL_GetAudioStreamDevice(stream_out);
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SDL_CloseAudioDevice(devid_in); /* !!! FIXME: use SDL_OpenAudioDeviceStream instead so we can dump this. */
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SDL_CloseAudioDevice(devid_out);
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SDL_DestroyAudioStream(stream_in);
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SDL_DestroyAudioStream(stream_out);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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}
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