2026-04-02 16:52:07 +02:00

107 lines
3.8 KiB
C

/*
* This example code creates a mixer, and plays a sinewave forever.
*
* It's not super-useful to play a sinewave, but it is _something_
* to play if you don't have anything else, and it's built-in to
* SDL_mixer.
*
* 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>
#include <SDL3_mixer/SDL_mixer.h>
/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
MIX_Mixer *mixer = NULL;
MIX_Audio *audio = NULL;
MIX_Track *track = NULL;
SDL_SetAppMetadata("Example Load And Play", "1.0", "com.example.load-and-play");
/* this doesn't have to run very much, so give up tons of CPU time between iterations. Optional! */
SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "5");
/* we don't need video, but we'll make a window for smooth operation. */
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/basic/load-and-play", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!MIX_Init()) {
SDL_Log("Couldn't init SDL_mixer library: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* Create a mixer on the default audio device. Don't care about the specific audio format. */
mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
if (!mixer) {
SDL_Log("Couldn't create mixer on default device: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
audio = MIX_CreateSineWaveAudio(mixer, 300, 0.25f, -1); // -1: play forever. You can specify milliseconds otherwise to have a limit.
if (!audio) {
SDL_Log("Couldn't generate sinewave: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* we need a track on the mixer to play the audio. Each track has audio assigned to it, and
all playing tracks are mixed together for the final output. */
track = MIX_CreateTrack(mixer);
if (!track) {
SDL_Log("Couldn't create a mixer track: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
MIX_SetTrackAudio(track, audio);
/* start the audio playing! */
MIX_PlayTrack(track, 0); /* no extra options this time, so a zero for the second argument. */
/* we don't save `mixer`, `audio`, or `track`; SDL_mixer will clean it up for us during MIX_Quit(). */
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)
{
/* draw a blank video frame to keep the OS happy */
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
/* there's nothing for use to do here, the sinewave will play forever until the app is manually quit. */
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, MIX_Quit() destroys any mixer objects we made. */
MIX_Quit();
}