update SDL_mixer to SDL3_mixer 3.2.0
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/*
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SDL_mixer: An audio mixer library based on the SDL library
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Copyright (C) 1997-2026 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, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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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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#include "SDL3_mixer/SDL_mixer.h"
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static bool done = false;
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static SDL_AudioSpec spec;
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static void SDLCALL AudioDeviceCallback(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount)
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{
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MIX_AudioDecoder *audiodecoder = (MIX_AudioDecoder *) userdata;
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if (!additional_amount) {
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return;
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}
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Uint8 buffer[1024];
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while (additional_amount > 0) {
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const int needed = SDL_min((int)sizeof(buffer), additional_amount);
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const int br = MIX_DecodeAudio(audiodecoder, buffer, needed, &spec);
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if (br <= 0) {
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done = true;
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break;
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}
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SDL_PutAudioStreamData(stream, buffer, br);
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additional_amount -= br;
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}
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_SetAppMetadata("Test SDL_mixer MIX_AudioDecoder", "1.0", "org.libsdl.testmixeraudiodecoder");
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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, "5");
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if (argc != 2) {
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SDL_Log("USAGE: %s <file_to_play>", argv[0]);
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return SDL_APP_FAILURE;
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} else if (!SDL_Init(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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} else if (!MIX_Init()) {
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SDL_Log("Couldn't initialize SDL_mixer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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const char *audiofname = argv[1];
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MIX_AudioDecoder *audiodecoder = MIX_CreateAudioDecoder(audiofname, 0);
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if (!audiodecoder) {
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SDL_Log("Failed to create audiodecoder for '%s': %s", audiofname, SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL, AudioDeviceCallback, audiodecoder);
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if (!stream) {
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SDL_Log("Failed to open audio device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_GetAudioStreamFormat(stream, &spec, NULL);
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SDL_ResumeAudioStreamDevice(stream);
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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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}
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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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return done ? SDL_APP_SUCCESS : 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 will clean up the audio device for us.
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MIX_Quit(); // SDL_mixer will clean up the audiodecoder.
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}
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