/* load-wav.c ... */ /* * This example code creates an simple audio stream for playing sound, and * loads a .wav file that is pushed through the stream in a loop. * * This code is public domain. Feel free to use it for any purpose! * * The .wav file is a sample from Will Provost's song, The Living Proof, * used with permission. * * From the album The Living Proof * Publisher: 5 Guys Named Will * Copyright 1996 Will Provost * https://itunes.apple.com/us/album/the-living-proof/id4153978 * http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH */ #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ #include <SDL3/SDL.h> #include <SDL3/SDL_main.h> /* We will use this renderer to draw into this window every frame. */ static SDL_Window *window = NULL; static SDL_Renderer *renderer = NULL; static SDL_AudioStream *stream = NULL; static Uint8 *wav_data = NULL; static Uint32 wav_data_len = 0; /* This function runs once at startup. */ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { SDL_AudioSpec spec; char *wav_path = NULL; SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav"); if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } /* we don't _need_ a window for audio-only things but it's good policy to have one. */ if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } /* Load the .wav file from wherever the app is being run from. */ SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */ if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) { SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_free(wav_path); /* done with this string. */ /* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */ stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); if (!stream) { SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); return SDL_APP_FAILURE; } /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ SDL_ResumeAudioStreamDevice(stream); 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) { /* see if we need to feed the audio stream more data yet. We're being lazy here, but if there's less than the entire wav file left to play, just shove a whole copy of it into the queue, so we always have _tons_ of data queued for playback. */ if (SDL_GetAudioStreamAvailable(stream) < (int)wav_data_len) { /* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ SDL_PutAudioStreamData(stream, wav_data, wav_data_len); } /* we're not doing anything with the renderer, so just blank it out. */ SDL_RenderClear(renderer); SDL_RenderPresent(renderer); return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once at shutdown. */ void SDL_AppQuit(void *appstate, SDL_AppResult result) { SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */ /* SDL will clean up the window/renderer for us. */ }