127 lines
5.0 KiB
C
127 lines
5.0 KiB
C
/*
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* This example code creates a mixer, loads a single sound, and plays it, with
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* several playback options (fade-in, loop, etc).
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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 *track = NULL;
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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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char *path = NULL;
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MIX_Audio *audio = NULL;
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SDL_PropertiesID options = 0;
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SDL_SetAppMetadata("Example Play With Options", "1.0", "com.example.play-with-options");
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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-with-options", 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 a sound file */
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SDL_asprintf(&path, "%smusic.mp3", SDL_GetBasePath()); /* 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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SDL_free(path);
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return SDL_APP_FAILURE;
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}
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SDL_free(path); /* done with this, the file is loaded. */
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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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track = MIX_CreateTrack(mixer);
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if (!track) {
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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(track, audio);
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/* start the audio playing! */
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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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/* note these all use MILLISECONDS, since the track is generic, but you can use equivalent FRAMES properties, for frame-perfect mixing. */
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SDL_SetNumberProperty(options, MIX_PROP_PLAY_START_MILLISECOND_NUMBER, 1000); /* start the first loop 1 second into the audio. */
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SDL_SetNumberProperty(options, MIX_PROP_PLAY_MAX_MILLISECONDS_NUMBER, 10000); /* play at most 10 seconds of audio before ending/looping (since we started 1000 in, this will be the eleventh second). */
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SDL_SetNumberProperty(options, MIX_PROP_PLAY_LOOPS_NUMBER, 2); /* loop 2 times, 3rd time through doesn't loop. */
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SDL_SetNumberProperty(options, MIX_PROP_PLAY_LOOP_START_MILLISECOND_NUMBER, 2000); /* when looping, start again here instead of the start of the track. */
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SDL_SetNumberProperty(options, MIX_PROP_PLAY_FADE_IN_MILLISECONDS_NUMBER, 5000); /* fade-in the first loop over five seconds. No fade on the loops, unless the initial fade is still in progress! */
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MIX_PlayTrack(track, 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 `audio`; SDL_mixer will clean it 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 track has finished playing, end the program. */
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if (!MIX_TrackPlaying(track)) {
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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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