comparison XCodeiPhoneOS/Demos/src/mixer.c @ 2384:6a946f3155d8 gsoc2008_iphone

Drum kit demo (SDL_mixer)
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Fri, 18 Jul 2008 20:51:59 +0000
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2383:1cfe7fd15dad 2384:6a946f3155d8
1 /*
2 * mixer.c
3 * written by Holmes Futrell
4 * use however you want
5 */
6
7 #import "SDL.h"
8 #import "common.h"
9
10 #define NUM_CHANNELS 8 /* max number of sounds we can play at once */
11 #define NUM_DRUMS 4 /* number of drums in our set */
12 #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
13
14 static struct {
15 SDL_Rect rect; /* where the button is drawn */
16 SDL_Color upColor; /* color when button is not active */
17 SDL_Color downColor; /* color when button is active */
18 int isPressed; /* is the button being pressed ? */
19 int touchIndex; /* what mouse (touch) index pressed the button ? */
20 } buttons[NUM_DRUMS];
21
22 struct sound {
23 Uint8 *buffer; /* audio buffer for sound file */
24 Uint32 length; /* length of the buffer (in bytes) */
25 };
26
27 /* this array holds the audio for the drum noises */
28 static struct sound drums[NUM_DRUMS];
29
30 /* function declarations */
31 void handleMouseButtonDown(SDL_Event *event);
32 void handleMouseButtonUp(SDL_Event *event);
33 int playSound(struct sound *);
34 void render(void);
35 void initializeButtons();
36 void audioCallback(void *userdata, Uint8 *stream, int len);
37 void loadSound(const char *file, struct sound *s);
38
39 struct {
40 /* channel array holds information about currently playing sounds */
41 struct {
42 Uint8 *position; /* what is the current position in the buffer of this sound ? */
43 Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */
44 Uint32 timestamp; /* when did this sound start playing ? */
45 } channels[NUM_CHANNELS];
46 SDL_AudioSpec outputSpec; /* what audio format are we using for output? */
47 int numSoundsPlaying; /* how many sounds are currently playing */
48 } mixer;
49
50 /* sets up the buttons (color, position, state) */
51 void initializeButtons() {
52
53 int i;
54 int spacing = 10; /* gap between drum buttons */
55 SDL_Rect buttonRect; /* keeps track of where to position drum */
56 SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */
57 SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */
58
59 buttonRect.x = spacing;
60 buttonRect.y = spacing;
61 buttonRect.w = SCREEN_WIDTH - 2 * spacing;
62 buttonRect.h = ( SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing ) / NUM_DRUMS;
63
64 /* setup each button */
65 for (i=0; i<NUM_DRUMS; i++) {
66
67 buttons[i].rect = buttonRect;
68 buttons[i].isPressed = 0;
69 buttons[i].upColor = upColor;
70 buttons[i].downColor = downColor;
71
72 buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
73
74 }
75 }
76 /*
77 loads a wav file (stored in 'file'), converts it to the mixer's output format,
78 and stores the resulting buffer and length in the sound structure
79 */
80 void loadSound(const char *file, struct sound *s) {
81 SDL_AudioSpec spec; /* the audio format of the .wav file */
82 SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */
83 int result;
84 if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
85 fatalError("could not load .wav");
86 }
87 /* build the audio converter */
88 result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
89 mixer.outputSpec.format, mixer.outputSpec.channels, mixer.outputSpec.freq);
90 if (result == -1) {
91 fatalError("could not build audio CVT");
92 }
93 else if (result != 0) {
94 /*
95 this happens when the .wav format differs from the output format.
96 we convert the .wav buffer here
97 */
98 cvt.buf = (Uint8 *)SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */
99 cvt.len = s->length; /* set conversion buffer length */
100 SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */
101 if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */
102 fatalError("could not convert .wav");
103 }
104 SDL_free(s->buffer); /* free the original (unconverted) buffer */
105 s->buffer = cvt.buf; /* point sound buffer to converted buffer */
106 s->length = cvt.len_cvt; /* set sound buffer's new length */
107 }
108 }
109
110 /* called from main event loop */
111 void handleMouseButtonDown(SDL_Event *event) {
112
113 int x, y, mouseIndex, i, drumIndex;
114
115 mouseIndex = event->button.which;
116 drumIndex = -1;
117
118 SDL_SelectMouse(mouseIndex);
119 SDL_GetMouseState(&x, &y);
120 /* check if we hit any of the drum buttons */
121 for (i=0; i<NUM_DRUMS; i++) {
122 if (x >= buttons[i].rect.x && x < buttons[i].rect.x + buttons[i].rect.w \
123 && y >= buttons[i].rect.y && y < buttons[i].rect.y + buttons[i].rect.h) {
124 drumIndex = i;
125 break;
126 }
127 }
128 if (drumIndex != -1) {
129 /* if we hit a button */
130 buttons[drumIndex].touchIndex = mouseIndex;
131 buttons[drumIndex].isPressed = 1;
132 playSound(&drums[drumIndex]);
133 }
134
135 }
136
137 /* called from main event loop */
138 void handleMouseButtonUp(SDL_Event *event) {
139 int i;
140 int mouseIndex = event->button.which;
141 /* check if this should cause any of the buttons to become unpressed */
142 for (i=0; i<NUM_DRUMS; i++) {
143 if (buttons[i].touchIndex == mouseIndex) {
144 buttons[i].isPressed = 0;
145 }
146 }
147 }
148
149 /* draws buttons to screen */
150 void render(void) {
151 int i;
152 SDL_RenderFill(50, 50, 50, 255, NULL); /* draw background (gray) */
153 /* draw the drum buttons */
154 for (i=0; i<NUM_DRUMS; i++) {
155 SDL_Color color = buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
156 SDL_RenderFill(color.r, color.g, color.b, color.unused, &buttons[i].rect);
157 }
158 /* update the screen */
159 SDL_RenderPresent();
160 }
161
162 /*
163 finds a sound channel in the mixer for a sound
164 and sets it up to start playing
165 */
166 int playSound(struct sound *s) {
167 /*
168 find an empty channel to play on.
169 if no channel is available, use oldest channel
170 */
171 int i;
172 int selected_channel = -1;
173 int oldest_channel = 0;
174
175 if (mixer.numSoundsPlaying == 0) {
176 /* we're playing a sound now, so start audio callback back up */
177 SDL_PauseAudio(0);
178 }
179
180 /* find a sound channel to play the sound on */
181 for (i=0; i<NUM_CHANNELS; i++) {
182 if (mixer.channels[i].position == NULL) {
183 /* if no sound on this channel, select it */
184 selected_channel = i;
185 break;
186 }
187 /* if this channel's sound is older than the oldest so far, set it to oldest */
188 if (mixer.channels[i].timestamp < mixer.channels[oldest_channel].timestamp)
189 oldest_channel = i;
190 }
191
192 /* no empty channels, take the oldest one */
193 if (selected_channel == -1)
194 selected_channel = oldest_channel;
195 else
196 mixer.numSoundsPlaying++;
197
198 /* point channel data to wav data */
199 mixer.channels[selected_channel].position = s->buffer;
200 mixer.channels[selected_channel].remaining = s->length;
201 mixer.channels[selected_channel].timestamp = SDL_GetTicks();
202
203 return selected_channel;
204 }
205
206 /*
207 Called from SDL's audio system. Supplies sound input with data by mixing together all
208 currently playing sound effects.
209 */
210 void audioCallback(void *userdata, Uint8 *stream, int len) {
211 int i;
212 int copy_amt;
213 SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */
214 /* for each channel, mix in whatever is playing on that channel */
215 for (i=0; i<NUM_CHANNELS; i++) {
216 if (mixer.channels[i].position == NULL) {
217 /* if no sound is playing on this channel */
218 continue; /* nothing to do for this channel */
219 }
220
221 /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
222 copy_amt = mixer.channels[i].remaining < len ? mixer.channels[i].remaining : len;
223
224 /* mix this sound effect with the output */
225 SDL_MixAudioFormat(stream, mixer.channels[i].position, mixer.outputSpec.format, copy_amt, 150);
226
227 /* update buffer position in sound effect and the number of bytes left */
228 mixer.channels[i].position += copy_amt;
229 mixer.channels[i].remaining -= copy_amt;
230
231 /* did we finish playing the sound effect ? */
232 if (mixer.channels[i].remaining == 0) {
233 mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */
234 mixer.numSoundsPlaying--;
235 if (mixer.numSoundsPlaying == 0) {
236 /* if no sounds left playing, pause audio callback */
237 SDL_PauseAudio(1);
238 }
239 }
240 }
241 }
242
243 int main(int argc, char *argv[]) {
244
245 int done; /* has user tried to quit ? */
246 SDL_WindowID windowID; /* our main window */
247 SDL_Event event;
248 Uint32 startFrame; /* holds when frame started processing */
249 Uint32 endFrame; /* holds when frame ended processing */
250 Uint32 delay; /* calculated delay, how long should we wait before next frame? */
251
252 if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0) {
253 fatalError("could not initialize SDL");
254 }
255 windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
256 SDL_CreateRenderer(windowID, 0, 0);
257
258 /* initialize the mixer */
259 SDL_memset(&mixer, 0, sizeof(mixer));
260 /* setup output format */
261 mixer.outputSpec.freq = 44100;
262 mixer.outputSpec.format = AUDIO_S16LSB;
263 mixer.outputSpec.channels = 2;
264 mixer.outputSpec.samples = 256;
265 mixer.outputSpec.callback = audioCallback;
266 mixer.outputSpec.userdata = NULL;
267
268 /* open audio for output */
269 if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
270 fatalError("Opening audio failed");
271 }
272
273 /* load our drum noises */
274 loadSound("ds_kick_big_amb.wav", &drums[3]);
275 loadSound("ds_brush_snare.wav", &drums[2]);
276 loadSound("ds_loose_skin_mute.wav", &drums[1]);
277 loadSound("ds_china.wav", &drums[0]);
278
279 /* setup positions, colors, and state of buttons */
280 initializeButtons();
281
282 /* enter main loop */
283 done = 0;
284 while(!done) {
285 startFrame = SDL_GetTicks();
286 while (SDL_PollEvent(&event)) {
287 switch(event.type) {
288 case SDL_MOUSEBUTTONDOWN:
289 handleMouseButtonDown(&event);
290 break;
291 case SDL_MOUSEBUTTONUP:
292 handleMouseButtonUp(&event);
293 break;
294 case SDL_QUIT:
295 done = 1;
296 break;
297 }
298 }
299 render(); /* draw buttons */
300 endFrame = SDL_GetTicks();
301
302 /* figure out how much time we have left, and then sleep */
303 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
304 if (delay < 0) {
305 delay = 0;
306 } else if (delay > MILLESECONDS_PER_FRAME) {
307 delay = MILLESECONDS_PER_FRAME;
308 }
309 SDL_Delay(delay);
310 }
311
312 /* cleanup code, let's free up those sound buffers */
313 int i;
314 for (i=0; i<NUM_DRUMS; i++) {
315 SDL_free(drums[i].buffer);
316 }
317 /* let SDL do its exit code */
318 SDL_Quit();
319
320 return 0;
321 }