annotate Xcode-iPhoneOS/Demos/src/mixer.c @ 5284:96a22141cf86 tip

Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author Eric Wing <ewing . public |-at-| gmail . com>
date Sat, 12 Feb 2011 21:52:30 -0800
parents 78db79f5a4e2
children
rev   line source
3277
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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 initializeButtons();
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37 void audioCallback(void *userdata, Uint8 * stream, int len);
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38 void loadSound(const char *file, struct sound *s);
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39
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40 struct
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41 {
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42 /* channel array holds information about currently playing sounds */
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43 struct
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44 {
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45 Uint8 *position; /* what is the current position in the buffer of this sound ? */
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46 Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */
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47 Uint32 timestamp; /* when did this sound start playing ? */
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48 } channels[NUM_CHANNELS];
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49 SDL_AudioSpec outputSpec; /* what audio format are we using for output? */
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50 int numSoundsPlaying; /* how many sounds are currently playing */
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51 } mixer;
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52
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53 /* sets up the buttons (color, position, state) */
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54 void
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55 initializeButtons()
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56 {
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57
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58 int i;
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59 int spacing = 10; /* gap between drum buttons */
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60 SDL_Rect buttonRect; /* keeps track of where to position drum */
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61 SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */
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62 SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */
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63
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64 buttonRect.x = spacing;
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65 buttonRect.y = spacing;
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66 buttonRect.w = SCREEN_WIDTH - 2 * spacing;
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67 buttonRect.h = (SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
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68
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69 /* setup each button */
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70 for (i = 0; i < NUM_DRUMS; i++) {
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71
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72 buttons[i].rect = buttonRect;
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73 buttons[i].isPressed = 0;
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74 buttons[i].upColor = upColor;
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75 buttons[i].downColor = downColor;
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76
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77 buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
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78
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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 loads a wav file (stored in 'file'), converts it to the mixer's output format,
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84 and stores the resulting buffer and length in the sound structure
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85 */
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86 void
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87 loadSound(const char *file, struct sound *s)
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88 {
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89 SDL_AudioSpec spec; /* the audio format of the .wav file */
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90 SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */
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91 int result;
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92 if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
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93 fatalError("could not load .wav");
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94 }
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95 /* build the audio converter */
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96 result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
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97 mixer.outputSpec.format,
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98 mixer.outputSpec.channels,
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99 mixer.outputSpec.freq);
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100 if (result == -1) {
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101 fatalError("could not build audio CVT");
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102 } else if (result != 0) {
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103 /*
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104 this happens when the .wav format differs from the output format.
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105 we convert the .wav buffer here
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106 */
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107 cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */
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108 cvt.len = s->length; /* set conversion buffer length */
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109 SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */
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110 if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */
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111 fatalError("could not convert .wav");
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112 }
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113 SDL_free(s->buffer); /* free the original (unconverted) buffer */
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114 s->buffer = cvt.buf; /* point sound buffer to converted buffer */
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115 s->length = cvt.len_cvt; /* set sound buffer's new length */
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116 }
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117 }
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118
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119 /* called from main event loop */
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120 void
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121 handleMouseButtonDown(SDL_Event * event)
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122 {
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123
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124 int x, y, mouseIndex, i, drumIndex;
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125
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126 mouseIndex = 0;
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127 drumIndex = -1;
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128
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129 SDL_GetMouseState(&x, &y);
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130 /* check if we hit any of the drum buttons */
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131 for (i = 0; i < NUM_DRUMS; i++) {
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132 if (x >= buttons[i].rect.x
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133 && x < buttons[i].rect.x + buttons[i].rect.w
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134 && y >= buttons[i].rect.y
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135 && y < buttons[i].rect.y + buttons[i].rect.h) {
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136 drumIndex = i;
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137 break;
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138 }
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139 }
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140 if (drumIndex != -1) {
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141 /* if we hit a button */
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142 buttons[drumIndex].touchIndex = mouseIndex;
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143 buttons[drumIndex].isPressed = 1;
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144 playSound(&drums[drumIndex]);
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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 /* called from main event loop */
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150 void
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151 handleMouseButtonUp(SDL_Event * event)
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152 {
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153 int i;
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154 int mouseIndex = 0;
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155 /* check if this should cause any of the buttons to become unpressed */
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156 for (i = 0; i < NUM_DRUMS; i++) {
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157 if (buttons[i].touchIndex == mouseIndex) {
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158 buttons[i].isPressed = 0;
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159 }
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160 }
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161 }
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162
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163 /* draws buttons to screen */
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164 void
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165 render(SDL_Renderer *renderer)
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166 {
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167 int i;
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168 SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
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169 SDL_RenderClear(renderer); /* draw background (gray) */
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170 /* draw the drum buttons */
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171 for (i = 0; i < NUM_DRUMS; i++) {
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172 SDL_Color color =
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173 buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
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174 SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.unused);
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175 SDL_RenderFillRect(renderer, &buttons[i].rect);
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176 }
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177 /* update the screen */
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178 SDL_RenderPresent(renderer);
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179 }
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180
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181 /*
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182 finds a sound channel in the mixer for a sound
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183 and sets it up to start playing
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184 */
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185 int
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186 playSound(struct sound *s)
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187 {
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188 /*
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189 find an empty channel to play on.
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190 if no channel is available, use oldest channel
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191 */
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192 int i;
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193 int selected_channel = -1;
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194 int oldest_channel = 0;
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195
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196 if (mixer.numSoundsPlaying == 0) {
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197 /* we're playing a sound now, so start audio callback back up */
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198 SDL_PauseAudio(0);
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199 }
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200
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201 /* find a sound channel to play the sound on */
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202 for (i = 0; i < NUM_CHANNELS; i++) {
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203 if (mixer.channels[i].position == NULL) {
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diff changeset
204 /* if no sound on this channel, select it */
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diff changeset
205 selected_channel = i;
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206 break;
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207 }
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208 /* if this channel's sound is older than the oldest so far, set it to oldest */
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diff changeset
209 if (mixer.channels[i].timestamp <
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diff changeset
210 mixer.channels[oldest_channel].timestamp)
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diff changeset
211 oldest_channel = i;
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212 }
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213
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214 /* no empty channels, take the oldest one */
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215 if (selected_channel == -1)
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216 selected_channel = oldest_channel;
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217 else
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218 mixer.numSoundsPlaying++;
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219
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220 /* point channel data to wav data */
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221 mixer.channels[selected_channel].position = s->buffer;
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222 mixer.channels[selected_channel].remaining = s->length;
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diff changeset
223 mixer.channels[selected_channel].timestamp = SDL_GetTicks();
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224
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225 return selected_channel;
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226 }
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227
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228 /*
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229 Called from SDL's audio system. Supplies sound input with data by mixing together all
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230 currently playing sound effects.
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231 */
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232 void
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diff changeset
233 audioCallback(void *userdata, Uint8 * stream, int len)
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234 {
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diff changeset
235 int i;
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236 int copy_amt;
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237 SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */
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238 /* for each channel, mix in whatever is playing on that channel */
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diff changeset
239 for (i = 0; i < NUM_CHANNELS; i++) {
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diff changeset
240 if (mixer.channels[i].position == NULL) {
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diff changeset
241 /* if no sound is playing on this channel */
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242 continue; /* nothing to do for this channel */
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243 }
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244
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diff changeset
245 /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
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diff changeset
246 copy_amt =
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diff changeset
247 mixer.channels[i].remaining <
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248 len ? mixer.channels[i].remaining : len;
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249
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diff changeset
250 /* mix this sound effect with the output */
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diff changeset
251 SDL_MixAudioFormat(stream, mixer.channels[i].position,
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diff changeset
252 mixer.outputSpec.format, copy_amt, 150);
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diff changeset
253
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diff changeset
254 /* update buffer position in sound effect and the number of bytes left */
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diff changeset
255 mixer.channels[i].position += copy_amt;
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diff changeset
256 mixer.channels[i].remaining -= copy_amt;
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257
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diff changeset
258 /* did we finish playing the sound effect ? */
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diff changeset
259 if (mixer.channels[i].remaining == 0) {
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diff changeset
260 mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */
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diff changeset
261 mixer.numSoundsPlaying--;
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Sam Lantinga <slouken@libsdl.org>
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diff changeset
262 if (mixer.numSoundsPlaying == 0) {
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diff changeset
263 /* if no sounds left playing, pause audio callback */
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diff changeset
264 SDL_PauseAudio(1);
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diff changeset
265 }
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diff changeset
266 }
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diff changeset
267 }
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268 }
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269
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270 int
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diff changeset
271 main(int argc, char *argv[])
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272 {
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273
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274 int done; /* has user tried to quit ? */
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64ce267332c6 Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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275 SDL_Window *window; /* main window */
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276 SDL_Renderer *renderer;
3277
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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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280 Uint32 delay; /* calculated delay, how long should we wait before next frame? */
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281
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diff changeset
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 renderer = 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(renderer); /* 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 }