/* play-with-options.c ... */
/*
* This example code creates a mixer, loads a single sound, and plays it, with
* several playback options (fade-in, loop, etc).
*
* 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;
static MIX_Mixer *mixer = NULL;
static MIX_Track *track = NULL;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
char *path = NULL;
MIX_Audio *audio = NULL;
SDL_PropertiesID options = 0;
SDL_SetAppMetadata("Example Play With Options", "1.0", "com.example.play-with-options");
/* 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/play-with-options", 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;
}
/* load a sound file */
SDL_asprintf(&path, "%smusic.mp3", SDL_GetBasePath()); /* allocate a string of the full file path */
audio = MIX_LoadAudio(mixer, path, false);
if (!audio) {
SDL_Log("Couldn't load %s: %s", path, SDL_GetError());
SDL_free(path);
return SDL_APP_FAILURE;
}
SDL_free(path); /* done with this, the file is loaded. */
/* 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! */
options = SDL_CreateProperties();
if (!options) {
SDL_Log("Couldn't create play options: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* note these all use MILLISECONDS, since the track is generic, but you can use equivalent FRAMES properties, for frame-perfect mixing. */
SDL_SetNumberProperty(options, MIX_PROP_PLAY_START_MILLISECOND_NUMBER, 1000); /* start the first loop 1 second into the audio. */
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). */
SDL_SetNumberProperty(options, MIX_PROP_PLAY_LOOPS_NUMBER, 2); /* loop 2 times, 3rd time through doesn't loop. */
SDL_SetNumberProperty(options, MIX_PROP_PLAY_LOOP_START_MILLISECOND_NUMBER, 2000); /* when looping, start again here instead of the start of the track. */
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! */
MIX_PlayTrack(track, options);
SDL_DestroyProperties(options); /* MIX_PlayTrack makes a copy of the options, so this can go away. */
/* we don't save `audio`; 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);
/* when the track has finished playing, end the program. */
if (!MIX_TrackPlaying(track)) {
return SDL_APP_SUCCESS;
}
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();
}