annotate XCodeiPhoneOS/Demos/src/mixer.c @ 2765:f55c87ae336b

Final merge of Google Summer of Code 2008 work... Bring SDL to iPhone and iPod Touch by Holmes Futrell, mentored by Sam Lantinga
author Sam Lantinga <slouken@libsdl.org>
date Sat, 04 Oct 2008 06:46:59 +0000
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children 375ee92745e8
rev   line source
2765
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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 = event->button.which;
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128 drumIndex = -1;
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129
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130 SDL_SelectMouse(mouseIndex);
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131 SDL_GetMouseState(&x, &y);
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132 /* check if we hit any of the drum buttons */
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133 for (i = 0; i < NUM_DRUMS; i++) {
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134 if (x >= buttons[i].rect.x
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135 && x < buttons[i].rect.x + buttons[i].rect.w
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136 && y >= buttons[i].rect.y
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137 && y < buttons[i].rect.y + buttons[i].rect.h) {
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138 drumIndex = i;
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139 break;
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140 }
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141 }
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142 if (drumIndex != -1) {
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143 /* if we hit a button */
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144 buttons[drumIndex].touchIndex = mouseIndex;
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145 buttons[drumIndex].isPressed = 1;
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146 playSound(&drums[drumIndex]);
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147 }
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148
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149 }
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150
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151 /* called from main event loop */
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152 void
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153 handleMouseButtonUp(SDL_Event * event)
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154 {
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155 int i;
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156 int mouseIndex = event->button.which;
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157 /* check if this should cause any of the buttons to become unpressed */
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158 for (i = 0; i < NUM_DRUMS; i++) {
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159 if (buttons[i].touchIndex == mouseIndex) {
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160 buttons[i].isPressed = 0;
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161 }
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162 }
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163 }
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164
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165 /* draws buttons to screen */
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166 void
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167 render(void)
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168 {
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169 int i;
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170 SDL_RenderFill(50, 50, 50, 255, 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_RenderFill(color.r, color.g, color.b, color.unused,
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176 &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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diff changeset
240 for (i = 0; i < NUM_CHANNELS; i++) {
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241 if (mixer.channels[i].position == NULL) {
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diff changeset
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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diff changeset
250
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251 /* mix this sound effect with the output */
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diff changeset
252 SDL_MixAudioFormat(stream, mixer.channels[i].position,
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diff changeset
253 mixer.outputSpec.format, copy_amt, 150);
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diff changeset
254
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diff changeset
255 /* update buffer position in sound effect and the number of bytes left */
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diff changeset
256 mixer.channels[i].position += copy_amt;
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diff changeset
257 mixer.channels[i].remaining -= copy_amt;
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diff changeset
258
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diff changeset
259 /* did we finish playing the sound effect ? */
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diff changeset
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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diff changeset
262 mixer.numSoundsPlaying--;
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diff changeset
263 if (mixer.numSoundsPlaying == 0) {
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diff changeset
264 /* if no sounds left playing, pause audio callback */
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diff changeset
265 SDL_PauseAudio(1);
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266 }
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267 }
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diff changeset
268 }
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diff changeset
269 }
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diff changeset
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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diff changeset
274
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diff changeset
275 int done; /* has user tried to quit ? */
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276 SDL_WindowID windowID; /* our main window */
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diff changeset
277 SDL_Event event;
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278 Uint32 startFrame; /* holds when frame started processing */
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diff changeset
279 Uint32 endFrame; /* holds when frame ended processing */
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diff changeset
280 Uint32 delay; /* calculated delay, how long should we wait before next frame? */
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diff changeset
281
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282 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
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diff changeset
283 fatalError("could not initialize SDL");
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diff changeset
284 }
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diff changeset
285 windowID =
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diff changeset
286 SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
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diff changeset
287 SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
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diff changeset
288 SDL_CreateRenderer(windowID, 0, 0);
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diff changeset
289
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diff changeset
290 /* initialize the mixer */
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diff changeset
291 SDL_memset(&mixer, 0, sizeof(mixer));
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diff changeset
292 /* setup output format */
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diff changeset
293 mixer.outputSpec.freq = 44100;
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diff changeset
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 }