Mercurial > sdl-ios-xcode
annotate Xcode-iPhoneOS/Demos/src/mixer.c @ 5127:b6c7a6b07ebf
Updated main.c for API changes
Kees Bakker to sdl
The main.c for the template is still targeting SDL1.2. Here
is the patch to make it work for SDL1.3 (I'm hoping
the mailing lists accepts attachments.)
In this patch I have also changed the shell script that
assembles the Template. Since there is now only one lib
target (same name for "device" and "simulator" version)
I copy the simulator library to the destination with
the name libSDLSimulator.a. This is not a satisfactory
solution, because both libraries are included in the project
while only one is needed (depending on the selected
environment). However, I'm not fluent with Xcode to
say what a better solution would be.
Kind regards,
Kees Bakker
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 28 Jan 2011 10:37:36 -0800 |
parents | 06c7423f8c60 |
children | 78db79f5a4e2 |
rev | line source |
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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 { |
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16 SDL_Rect rect; /* where the button is drawn */ |
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17 SDL_Color upColor; /* color when button is not active */ |
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18 SDL_Color downColor; /* color when button is active */ |
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19 int isPressed; /* is the button being pressed ? */ |
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20 int touchIndex; /* what mouse (touch) index pressed the button ? */ |
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21 } buttons[NUM_DRUMS]; |
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22 |
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23 struct sound |
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24 { |
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25 Uint8 *buffer; /* audio buffer for sound file */ |
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26 Uint32 length; /* length of the buffer (in bytes) */ |
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27 }; |
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28 |
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29 /* this array holds the audio for the drum noises */ |
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30 static struct sound drums[NUM_DRUMS]; |
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31 |
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32 /* function declarations */ |
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33 void handleMouseButtonDown(SDL_Event * event); |
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34 void handleMouseButtonUp(SDL_Event * event); |
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35 int playSound(struct sound *); |
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36 void render(void); |
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37 void initializeButtons(); |
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38 void audioCallback(void *userdata, Uint8 * stream, int len); |
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39 void loadSound(const char *file, struct sound *s); |
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40 |
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41 struct |
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42 { |
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43 /* channel array holds information about currently playing sounds */ |
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44 struct |
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45 { |
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46 Uint8 *position; /* what is the current position in the buffer of this sound ? */ |
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47 Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */ |
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48 Uint32 timestamp; /* when did this sound start playing ? */ |
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49 } channels[NUM_CHANNELS]; |
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50 SDL_AudioSpec outputSpec; /* what audio format are we using for output? */ |
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51 int numSoundsPlaying; /* how many sounds are currently playing */ |
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52 } mixer; |
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53 |
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54 /* sets up the buttons (color, position, state) */ |
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55 void |
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56 initializeButtons() |
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57 { |
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58 |
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59 int i; |
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60 int spacing = 10; /* gap between drum buttons */ |
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61 SDL_Rect buttonRect; /* keeps track of where to position drum */ |
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62 SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */ |
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63 SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */ |
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64 |
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65 buttonRect.x = spacing; |
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66 buttonRect.y = spacing; |
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67 buttonRect.w = SCREEN_WIDTH - 2 * spacing; |
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68 buttonRect.h = (SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS; |
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69 |
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70 /* setup each button */ |
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71 for (i = 0; i < NUM_DRUMS; i++) { |
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72 |
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73 buttons[i].rect = buttonRect; |
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74 buttons[i].isPressed = 0; |
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75 buttons[i].upColor = upColor; |
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76 buttons[i].downColor = downColor; |
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77 |
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78 buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */ |
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79 |
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80 } |
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81 } |
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82 |
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83 /* |
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84 loads a wav file (stored in 'file'), converts it to the mixer's output format, |
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85 and stores the resulting buffer and length in the sound structure |
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86 */ |
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87 void |
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88 loadSound(const char *file, struct sound *s) |
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89 { |
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90 SDL_AudioSpec spec; /* the audio format of the .wav file */ |
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91 SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */ |
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92 int result; |
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93 if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) { |
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94 fatalError("could not load .wav"); |
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95 } |
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96 /* build the audio converter */ |
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97 result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq, |
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98 mixer.outputSpec.format, |
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99 mixer.outputSpec.channels, |
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100 mixer.outputSpec.freq); |
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101 if (result == -1) { |
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102 fatalError("could not build audio CVT"); |
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103 } else if (result != 0) { |
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104 /* |
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105 this happens when the .wav format differs from the output format. |
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106 we convert the .wav buffer here |
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107 */ |
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108 cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */ |
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109 cvt.len = s->length; /* set conversion buffer length */ |
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110 SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */ |
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111 if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */ |
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112 fatalError("could not convert .wav"); |
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113 } |
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114 SDL_free(s->buffer); /* free the original (unconverted) buffer */ |
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115 s->buffer = cvt.buf; /* point sound buffer to converted buffer */ |
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116 s->length = cvt.len_cvt; /* set sound buffer's new length */ |
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117 } |
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118 } |
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119 |
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120 /* called from main event loop */ |
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121 void |
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122 handleMouseButtonDown(SDL_Event * event) |
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123 { |
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124 |
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125 int x, y, mouseIndex, i, drumIndex; |
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126 |
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127 mouseIndex = 0; |
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128 drumIndex = -1; |
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129 |
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130 SDL_GetMouseState(&x, &y); |
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131 /* check if we hit any of the drum buttons */ |
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132 for (i = 0; i < NUM_DRUMS; i++) { |
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133 if (x >= buttons[i].rect.x |
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134 && x < buttons[i].rect.x + buttons[i].rect.w |
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135 && y >= buttons[i].rect.y |
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136 && y < buttons[i].rect.y + buttons[i].rect.h) { |
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137 drumIndex = i; |
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138 break; |
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139 } |
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140 } |
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141 if (drumIndex != -1) { |
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142 /* if we hit a button */ |
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143 buttons[drumIndex].touchIndex = mouseIndex; |
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144 buttons[drumIndex].isPressed = 1; |
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145 playSound(&drums[drumIndex]); |
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146 } |
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147 |
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148 } |
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149 |
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150 /* called from main event loop */ |
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151 void |
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152 handleMouseButtonUp(SDL_Event * event) |
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153 { |
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154 int i; |
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155 int mouseIndex = 0; |
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156 /* check if this should cause any of the buttons to become unpressed */ |
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157 for (i = 0; i < NUM_DRUMS; i++) { |
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158 if (buttons[i].touchIndex == mouseIndex) { |
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159 buttons[i].isPressed = 0; |
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160 } |
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161 } |
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162 } |
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163 |
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164 /* draws buttons to screen */ |
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165 void |
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166 render(void) |
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167 { |
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168 int i; |
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169 SDL_SetRenderDrawColor(50, 50, 50, 255); |
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170 SDL_RenderFill(NULL); /* draw background (gray) */ |
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171 /* draw the drum buttons */ |
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172 for (i = 0; i < NUM_DRUMS; i++) { |
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173 SDL_Color color = |
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174 buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor; |
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175 SDL_SetRenderDrawColor(color.r, color.g, color.b, color.unused); |
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176 SDL_RenderFill(&buttons[i].rect); |
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177 } |
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178 /* update the screen */ |
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179 SDL_RenderPresent(); |
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180 } |
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181 |
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182 /* |
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183 finds a sound channel in the mixer for a sound |
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184 and sets it up to start playing |
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185 */ |
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186 int |
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187 playSound(struct sound *s) |
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188 { |
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189 /* |
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190 find an empty channel to play on. |
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191 if no channel is available, use oldest channel |
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192 */ |
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193 int i; |
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194 int selected_channel = -1; |
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195 int oldest_channel = 0; |
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196 |
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197 if (mixer.numSoundsPlaying == 0) { |
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198 /* we're playing a sound now, so start audio callback back up */ |
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199 SDL_PauseAudio(0); |
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200 } |
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201 |
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202 /* find a sound channel to play the sound on */ |
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203 for (i = 0; i < NUM_CHANNELS; i++) { |
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204 if (mixer.channels[i].position == NULL) { |
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205 /* if no sound on this channel, select it */ |
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206 selected_channel = i; |
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207 break; |
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208 } |
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209 /* if this channel's sound is older than the oldest so far, set it to oldest */ |
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210 if (mixer.channels[i].timestamp < |
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211 mixer.channels[oldest_channel].timestamp) |
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212 oldest_channel = i; |
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213 } |
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214 |
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215 /* no empty channels, take the oldest one */ |
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216 if (selected_channel == -1) |
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217 selected_channel = oldest_channel; |
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218 else |
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219 mixer.numSoundsPlaying++; |
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220 |
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221 /* point channel data to wav data */ |
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222 mixer.channels[selected_channel].position = s->buffer; |
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223 mixer.channels[selected_channel].remaining = s->length; |
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224 mixer.channels[selected_channel].timestamp = SDL_GetTicks(); |
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225 |
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226 return selected_channel; |
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227 } |
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228 |
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229 /* |
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230 Called from SDL's audio system. Supplies sound input with data by mixing together all |
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231 currently playing sound effects. |
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232 */ |
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233 void |
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234 audioCallback(void *userdata, Uint8 * stream, int len) |
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235 { |
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236 int i; |
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237 int copy_amt; |
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238 SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */ |
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239 /* for each channel, mix in whatever is playing on that channel */ |
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240 for (i = 0; i < NUM_CHANNELS; i++) { |
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241 if (mixer.channels[i].position == NULL) { |
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242 /* if no sound is playing on this channel */ |
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243 continue; /* nothing to do for this channel */ |
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244 } |
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245 |
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246 /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */ |
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247 copy_amt = |
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248 mixer.channels[i].remaining < |
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249 len ? mixer.channels[i].remaining : len; |
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250 |
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251 /* mix this sound effect with the output */ |
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252 SDL_MixAudioFormat(stream, mixer.channels[i].position, |
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253 mixer.outputSpec.format, copy_amt, 150); |
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254 |
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255 /* update buffer position in sound effect and the number of bytes left */ |
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256 mixer.channels[i].position += copy_amt; |
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257 mixer.channels[i].remaining -= copy_amt; |
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258 |
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259 /* did we finish playing the sound effect ? */ |
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260 if (mixer.channels[i].remaining == 0) { |
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261 mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */ |
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262 mixer.numSoundsPlaying--; |
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263 if (mixer.numSoundsPlaying == 0) { |
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264 /* if no sounds left playing, pause audio callback */ |
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265 SDL_PauseAudio(1); |
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266 } |
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267 } |
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268 } |
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269 } |
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270 |
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271 int |
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272 main(int argc, char *argv[]) |
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273 { |
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274 |
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275 int done; /* has user tried to quit ? */ |
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276 SDL_Window *window; /* main window */ |
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277 SDL_Event event; |
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278 Uint32 startFrame; /* holds when frame started processing */ |
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279 Uint32 endFrame; /* holds when frame ended processing */ |
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280 Uint32 delay; /* calculated delay, how long should we wait before next frame? */ |
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281 |
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282 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { |
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283 fatalError("could not initialize SDL"); |
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284 } |
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285 window = |
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286 SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, |
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287 SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS); |
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288 SDL_CreateRenderer(window, 0, 0); |
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289 |
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290 /* initialize the mixer */ |
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291 SDL_memset(&mixer, 0, sizeof(mixer)); |
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292 /* setup output format */ |
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293 mixer.outputSpec.freq = 44100; |
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294 mixer.outputSpec.format = AUDIO_S16LSB; |
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295 mixer.outputSpec.channels = 2; |
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296 mixer.outputSpec.samples = 256; |
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297 mixer.outputSpec.callback = audioCallback; |
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298 mixer.outputSpec.userdata = NULL; |
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299 |
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300 /* open audio for output */ |
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301 if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) { |
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302 fatalError("Opening audio failed"); |
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303 } |
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304 |
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305 /* load our drum noises */ |
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306 loadSound("ds_kick_big_amb.wav", &drums[3]); |
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307 loadSound("ds_brush_snare.wav", &drums[2]); |
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308 loadSound("ds_loose_skin_mute.wav", &drums[1]); |
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309 loadSound("ds_china.wav", &drums[0]); |
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310 |
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311 /* setup positions, colors, and state of buttons */ |
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312 initializeButtons(); |
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313 |
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314 /* enter main loop */ |
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315 done = 0; |
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316 while (!done) { |
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317 startFrame = SDL_GetTicks(); |
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318 while (SDL_PollEvent(&event)) { |
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319 switch (event.type) { |
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320 case SDL_MOUSEBUTTONDOWN: |
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321 handleMouseButtonDown(&event); |
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322 break; |
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323 case SDL_MOUSEBUTTONUP: |
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324 handleMouseButtonUp(&event); |
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325 break; |
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326 case SDL_QUIT: |
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327 done = 1; |
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328 break; |
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329 } |
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330 } |
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331 render(); /* draw buttons */ |
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332 endFrame = SDL_GetTicks(); |
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333 |
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334 /* figure out how much time we have left, and then sleep */ |
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335 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); |
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336 if (delay < 0) { |
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337 delay = 0; |
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338 } else if (delay > MILLESECONDS_PER_FRAME) { |
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339 delay = MILLESECONDS_PER_FRAME; |
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340 } |
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341 SDL_Delay(delay); |
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342 } |
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343 |
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344 /* cleanup code, let's free up those sound buffers */ |
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345 int i; |
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346 for (i = 0; i < NUM_DRUMS; i++) { |
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347 SDL_free(drums[i].buffer); |
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348 } |
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349 /* let SDL do its exit code */ |
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350 SDL_Quit(); |
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351 |
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352 return 0; |
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353 } |