144 lines
5.0 KiB
C
144 lines
5.0 KiB
C
/*
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* This example code creates a mixer, loads two sounds, and mixes them.
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*
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* SDL_mixer is, of course, a mixer, so here are two sounds mixing together!
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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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#include <SDL3_mixer/SDL_mixer.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 MIX_Mixer *mixer = NULL;
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static MIX_Track *track1 = NULL;
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static MIX_Audio *load_audio(const char *fname)
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{
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char *path = NULL;
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MIX_Audio *audio;
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SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */
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audio = MIX_LoadAudio(mixer, path, false);
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if (!audio) {
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SDL_Log("Couldn't load %s: %s", path, SDL_GetError());
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}
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SDL_free(path); /* done with this. */
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return audio;
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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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MIX_Audio *music = NULL;
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MIX_Audio *sound = NULL;
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MIX_Track *track2 = NULL;
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SDL_PropertiesID options = 0;
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SDL_SetAppMetadata("Example Play Multiple Sounds", "1.0", "com.example.play-multiple-sounds");
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/* this doesn't have to run very much, so give up tons of CPU time between iterations. Optional! */
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SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "5");
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/* we don't need video, but we'll make a window for smooth operation. */
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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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/basic/play-multiple-sounds", 640, 480, SDL_WINDOW_RESIZABLE, &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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if (!MIX_Init()) {
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SDL_Log("Couldn't init SDL_mixer library: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* Create a mixer on the default audio device. Don't care about the specific audio format. */
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mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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if (!mixer) {
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SDL_Log("Couldn't create mixer on default device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* load our audio files. Note that you can use any supported file format! */
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music = load_audio("music.mp3");
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if (!music) {
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return SDL_APP_FAILURE; /* we reported the error in load_audio */
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}
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sound = load_audio("sword.wav");
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if (!sound) {
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return SDL_APP_FAILURE; /* we reported the error in load_audio */
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}
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/* we need a track on the mixer to play the audio. Each track has audio assigned to it, and
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all playing tracks are mixed together for the final output. */
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track1 = MIX_CreateTrack(mixer);
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if (!track1) {
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SDL_Log("Couldn't create a mixer track: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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MIX_SetTrackAudio(track1, music);
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track2 = MIX_CreateTrack(mixer);
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if (!track2) {
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SDL_Log("Couldn't create a mixer track: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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MIX_SetTrackAudio(track2, sound);
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options = SDL_CreateProperties();
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if (!options) {
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SDL_Log("Couldn't create play options: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_SetNumberProperty(options, MIX_PROP_PLAY_LOOPS_NUMBER, -1); /* loop forever. */
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/* start the audio playing! music plays through once, with the sound effect playing in a loop at the same time. */
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MIX_PlayTrack(track1, 0); /* no extra options this time, so a zero for the second argument. */
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MIX_PlayTrack(track2, options);
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SDL_DestroyProperties(options); /* MIX_PlayTrack makes a copy of the options, so this can go away. */
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/* we don't save `music`, `sound`, or `track2`; SDL_mixer will clean them up for us during MIX_Quit(). */
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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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/* draw a blank video frame to keep the OS happy */
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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/* when the music has finished playing, end the program. */
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if (!MIX_TrackPlaying(track1)) {
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return SDL_APP_SUCCESS;
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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 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, MIX_Quit() destroys any mixer objects we made. */
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MIX_Quit();
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}
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