This example code creates a mixer, and plays a sinewave forever.
(Remember that web browsers won't make sound until you click on the page!)
(Remember that web browsers won't make sound until you click on the page!)
/* sinewave.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(); }