Mercurial > sdl-ios-xcode
annotate XCodeiPhoneOS/Demos/src/mixer.c @ 2412:a01958cd513d gsoc2008_iphone
keyboard.c contains the source code for the bitmap font keyboard example.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Sat, 02 Aug 2008 00:54:30 +0000 |
parents | 6a946f3155d8 |
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1 /* |
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2 * mixer.c |
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3 * written by Holmes Futrell |
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4 * use however you want |
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5 */ |
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6 |
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7 #import "SDL.h" |
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8 #import "common.h" |
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9 |
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10 #define NUM_CHANNELS 8 /* max number of sounds we can play at once */ |
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11 #define NUM_DRUMS 4 /* number of drums in our set */ |
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12 #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ |
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13 |
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14 static struct { |
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15 SDL_Rect rect; /* where the button is drawn */ |
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16 SDL_Color upColor; /* color when button is not active */ |
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17 SDL_Color downColor; /* color when button is active */ |
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18 int isPressed; /* is the button being pressed ? */ |
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19 int touchIndex; /* what mouse (touch) index pressed the button ? */ |
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20 } buttons[NUM_DRUMS]; |
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21 |
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22 struct sound { |
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23 Uint8 *buffer; /* audio buffer for sound file */ |
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24 Uint32 length; /* length of the buffer (in bytes) */ |
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25 }; |
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26 |
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27 /* this array holds the audio for the drum noises */ |
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28 static struct sound drums[NUM_DRUMS]; |
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29 |
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30 /* function declarations */ |
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31 void handleMouseButtonDown(SDL_Event *event); |
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32 void handleMouseButtonUp(SDL_Event *event); |
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33 int playSound(struct sound *); |
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34 void render(void); |
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35 void initializeButtons(); |
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36 void audioCallback(void *userdata, Uint8 *stream, int len); |
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37 void loadSound(const char *file, struct sound *s); |
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38 |
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39 struct { |
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40 /* channel array holds information about currently playing sounds */ |
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41 struct { |
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42 Uint8 *position; /* what is the current position in the buffer of this sound ? */ |
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43 Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */ |
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44 Uint32 timestamp; /* when did this sound start playing ? */ |
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45 } channels[NUM_CHANNELS]; |
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46 SDL_AudioSpec outputSpec; /* what audio format are we using for output? */ |
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47 int numSoundsPlaying; /* how many sounds are currently playing */ |
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48 } mixer; |
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49 |
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50 /* sets up the buttons (color, position, state) */ |
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51 void initializeButtons() { |
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52 |
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53 int i; |
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54 int spacing = 10; /* gap between drum buttons */ |
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55 SDL_Rect buttonRect; /* keeps track of where to position drum */ |
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56 SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */ |
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57 SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */ |
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58 |
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59 buttonRect.x = spacing; |
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60 buttonRect.y = spacing; |
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61 buttonRect.w = SCREEN_WIDTH - 2 * spacing; |
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62 buttonRect.h = ( SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing ) / NUM_DRUMS; |
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63 |
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64 /* setup each button */ |
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65 for (i=0; i<NUM_DRUMS; i++) { |
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66 |
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67 buttons[i].rect = buttonRect; |
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68 buttons[i].isPressed = 0; |
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69 buttons[i].upColor = upColor; |
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70 buttons[i].downColor = downColor; |
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71 |
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72 buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */ |
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73 |
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74 } |
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75 } |
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76 /* |
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77 loads a wav file (stored in 'file'), converts it to the mixer's output format, |
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78 and stores the resulting buffer and length in the sound structure |
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79 */ |
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80 void loadSound(const char *file, struct sound *s) { |
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81 SDL_AudioSpec spec; /* the audio format of the .wav file */ |
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82 SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */ |
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83 int result; |
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84 if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) { |
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85 fatalError("could not load .wav"); |
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86 } |
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87 /* build the audio converter */ |
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88 result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq, |
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89 mixer.outputSpec.format, mixer.outputSpec.channels, mixer.outputSpec.freq); |
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90 if (result == -1) { |
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91 fatalError("could not build audio CVT"); |
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92 } |
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93 else if (result != 0) { |
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94 /* |
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95 this happens when the .wav format differs from the output format. |
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96 we convert the .wav buffer here |
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97 */ |
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98 cvt.buf = (Uint8 *)SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */ |
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99 cvt.len = s->length; /* set conversion buffer length */ |
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100 SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */ |
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101 if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */ |
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102 fatalError("could not convert .wav"); |
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103 } |
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104 SDL_free(s->buffer); /* free the original (unconverted) buffer */ |
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105 s->buffer = cvt.buf; /* point sound buffer to converted buffer */ |
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106 s->length = cvt.len_cvt; /* set sound buffer's new length */ |
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107 } |
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108 } |
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109 |
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110 /* called from main event loop */ |
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111 void handleMouseButtonDown(SDL_Event *event) { |
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112 |
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113 int x, y, mouseIndex, i, drumIndex; |
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114 |
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115 mouseIndex = event->button.which; |
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116 drumIndex = -1; |
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117 |
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118 SDL_SelectMouse(mouseIndex); |
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119 SDL_GetMouseState(&x, &y); |
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120 /* check if we hit any of the drum buttons */ |
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121 for (i=0; i<NUM_DRUMS; i++) { |
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122 if (x >= buttons[i].rect.x && x < buttons[i].rect.x + buttons[i].rect.w \ |
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123 && y >= buttons[i].rect.y && y < buttons[i].rect.y + buttons[i].rect.h) { |
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124 drumIndex = i; |
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125 break; |
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126 } |
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127 } |
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128 if (drumIndex != -1) { |
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129 /* if we hit a button */ |
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130 buttons[drumIndex].touchIndex = mouseIndex; |
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131 buttons[drumIndex].isPressed = 1; |
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132 playSound(&drums[drumIndex]); |
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133 } |
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134 |
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135 } |
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136 |
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137 /* called from main event loop */ |
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138 void handleMouseButtonUp(SDL_Event *event) { |
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139 int i; |
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140 int mouseIndex = event->button.which; |
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141 /* check if this should cause any of the buttons to become unpressed */ |
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142 for (i=0; i<NUM_DRUMS; i++) { |
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143 if (buttons[i].touchIndex == mouseIndex) { |
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144 buttons[i].isPressed = 0; |
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145 } |
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146 } |
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147 } |
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148 |
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149 /* draws buttons to screen */ |
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150 void render(void) { |
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151 int i; |
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152 SDL_RenderFill(50, 50, 50, 255, NULL); /* draw background (gray) */ |
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153 /* draw the drum buttons */ |
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154 for (i=0; i<NUM_DRUMS; i++) { |
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155 SDL_Color color = buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor; |
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156 SDL_RenderFill(color.r, color.g, color.b, color.unused, &buttons[i].rect); |
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157 } |
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158 /* update the screen */ |
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159 SDL_RenderPresent(); |
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160 } |
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161 |
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162 /* |
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163 finds a sound channel in the mixer for a sound |
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164 and sets it up to start playing |
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165 */ |
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166 int playSound(struct sound *s) { |
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167 /* |
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168 find an empty channel to play on. |
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169 if no channel is available, use oldest channel |
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170 */ |
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171 int i; |
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172 int selected_channel = -1; |
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173 int oldest_channel = 0; |
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174 |
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175 if (mixer.numSoundsPlaying == 0) { |
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176 /* we're playing a sound now, so start audio callback back up */ |
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177 SDL_PauseAudio(0); |
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178 } |
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179 |
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180 /* find a sound channel to play the sound on */ |
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181 for (i=0; i<NUM_CHANNELS; i++) { |
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182 if (mixer.channels[i].position == NULL) { |
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183 /* if no sound on this channel, select it */ |
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184 selected_channel = i; |
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185 break; |
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186 } |
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187 /* if this channel's sound is older than the oldest so far, set it to oldest */ |
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188 if (mixer.channels[i].timestamp < mixer.channels[oldest_channel].timestamp) |
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189 oldest_channel = i; |
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190 } |
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191 |
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192 /* no empty channels, take the oldest one */ |
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193 if (selected_channel == -1) |
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194 selected_channel = oldest_channel; |
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195 else |
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196 mixer.numSoundsPlaying++; |
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197 |
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198 /* point channel data to wav data */ |
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199 mixer.channels[selected_channel].position = s->buffer; |
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200 mixer.channels[selected_channel].remaining = s->length; |
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201 mixer.channels[selected_channel].timestamp = SDL_GetTicks(); |
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202 |
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203 return selected_channel; |
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204 } |
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205 |
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206 /* |
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207 Called from SDL's audio system. Supplies sound input with data by mixing together all |
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208 currently playing sound effects. |
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209 */ |
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210 void audioCallback(void *userdata, Uint8 *stream, int len) { |
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211 int i; |
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212 int copy_amt; |
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213 SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */ |
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214 /* for each channel, mix in whatever is playing on that channel */ |
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215 for (i=0; i<NUM_CHANNELS; i++) { |
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216 if (mixer.channels[i].position == NULL) { |
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217 /* if no sound is playing on this channel */ |
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218 continue; /* nothing to do for this channel */ |
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219 } |
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220 |
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221 /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */ |
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222 copy_amt = mixer.channels[i].remaining < len ? mixer.channels[i].remaining : len; |
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223 |
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224 /* mix this sound effect with the output */ |
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225 SDL_MixAudioFormat(stream, mixer.channels[i].position, mixer.outputSpec.format, copy_amt, 150); |
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226 |
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227 /* update buffer position in sound effect and the number of bytes left */ |
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228 mixer.channels[i].position += copy_amt; |
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229 mixer.channels[i].remaining -= copy_amt; |
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230 |
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231 /* did we finish playing the sound effect ? */ |
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232 if (mixer.channels[i].remaining == 0) { |
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233 mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */ |
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234 mixer.numSoundsPlaying--; |
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235 if (mixer.numSoundsPlaying == 0) { |
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236 /* if no sounds left playing, pause audio callback */ |
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237 SDL_PauseAudio(1); |
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238 } |
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239 } |
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240 } |
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241 } |
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242 |
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243 int main(int argc, char *argv[]) { |
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244 |
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245 int done; /* has user tried to quit ? */ |
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246 SDL_WindowID windowID; /* our main window */ |
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247 SDL_Event event; |
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248 Uint32 startFrame; /* holds when frame started processing */ |
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249 Uint32 endFrame; /* holds when frame ended processing */ |
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250 Uint32 delay; /* calculated delay, how long should we wait before next frame? */ |
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251 |
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252 if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0) { |
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253 fatalError("could not initialize SDL"); |
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254 } |
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255 windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS); |
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256 SDL_CreateRenderer(windowID, 0, 0); |
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257 |
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258 /* initialize the mixer */ |
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259 SDL_memset(&mixer, 0, sizeof(mixer)); |
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260 /* setup output format */ |
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261 mixer.outputSpec.freq = 44100; |
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262 mixer.outputSpec.format = AUDIO_S16LSB; |
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263 mixer.outputSpec.channels = 2; |
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264 mixer.outputSpec.samples = 256; |
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265 mixer.outputSpec.callback = audioCallback; |
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266 mixer.outputSpec.userdata = NULL; |
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267 |
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268 /* open audio for output */ |
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269 if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) { |
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270 fatalError("Opening audio failed"); |
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271 } |
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272 |
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273 /* load our drum noises */ |
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274 loadSound("ds_kick_big_amb.wav", &drums[3]); |
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275 loadSound("ds_brush_snare.wav", &drums[2]); |
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276 loadSound("ds_loose_skin_mute.wav", &drums[1]); |
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277 loadSound("ds_china.wav", &drums[0]); |
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278 |
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279 /* setup positions, colors, and state of buttons */ |
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280 initializeButtons(); |
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281 |
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282 /* enter main loop */ |
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283 done = 0; |
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284 while(!done) { |
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285 startFrame = SDL_GetTicks(); |
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286 while (SDL_PollEvent(&event)) { |
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287 switch(event.type) { |
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288 case SDL_MOUSEBUTTONDOWN: |
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289 handleMouseButtonDown(&event); |
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290 break; |
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291 case SDL_MOUSEBUTTONUP: |
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292 handleMouseButtonUp(&event); |
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293 break; |
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294 case SDL_QUIT: |
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295 done = 1; |
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296 break; |
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297 } |
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298 } |
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299 render(); /* draw buttons */ |
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300 endFrame = SDL_GetTicks(); |
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301 |
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302 /* figure out how much time we have left, and then sleep */ |
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303 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); |
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304 if (delay < 0) { |
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305 delay = 0; |
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306 } else if (delay > MILLESECONDS_PER_FRAME) { |
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307 delay = MILLESECONDS_PER_FRAME; |
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308 } |
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309 SDL_Delay(delay); |
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310 } |
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311 |
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312 /* cleanup code, let's free up those sound buffers */ |
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313 int i; |
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314 for (i=0; i<NUM_DRUMS; i++) { |
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315 SDL_free(drums[i].buffer); |
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316 } |
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317 /* let SDL do its exit code */ |
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318 SDL_Quit(); |
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319 |
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320 return 0; |
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321 } |