view Xcode-iPhoneOS/Demos/src/mixer.c @ 4426:1bceff8f008f

Fixed bug #943 Ozkan Sezer 2010-02-06 12:31:06 PST Hi: Here are some small fixes for compiling SDL against mingw-w64. (see http://mingw-w64.sourceforge.net/ . Despite the name, it supports both win32 and win64.) src/audio/windx5/directx.h and src/video/windx5/directx.h (both SDL-1.2 and SDL-1.3.) I get compilation errors about some union not having a member named u1 and alike, because of other system headers being included before this one and them already defining DUMMYUNIONNAME and stuff. This header probably assumes that those stuff are defined in windef.h, but mingw-w64 headers define them in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to the top of the file. src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) : The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric because _beginthreadex returns uintptr_t, not unsigned long which is 32 bits in win64. Changing the return type to uintptr_t fixes it. video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64 uses msvcrt version of _aligned_malloc and _aligned_free and they are defined in intrin.h (similar to VC). Adding proper ifdefs fixes it. (Notes about macros to check: __MINGW32__ is defined for both mingw.org and for mingw-w64 for both win32 and win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__ can't be used to detect mingw-w64: including _mingw.h and then checking for __MINGW64_VERSION_MAJOR does the trick.) SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition and location in order to avoid multiple redefinition warnings. Hope these are useful. Thanks.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Mar 2010 15:02:58 +0000
parents 64ce267332c6
children 06c7423f8c60
line wrap: on
line source

/*
 *	mixer.c
 *	written by Holmes Futrell
 *	use however you want
 */

#import "SDL.h"
#import "common.h"

#define NUM_CHANNELS 8          /* max number of sounds we can play at once */
#define NUM_DRUMS 4             /* number of drums in our set */
#define MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */

static struct
{
    SDL_Rect rect;              /* where the button is drawn */
    SDL_Color upColor;          /* color when button is not active */
    SDL_Color downColor;        /* color when button is active */
    int isPressed;              /* is the button being pressed ? */
    int touchIndex;             /* what mouse (touch) index pressed the button ? */
} buttons[NUM_DRUMS];

struct sound
{
    Uint8 *buffer;              /* audio buffer for sound file */
    Uint32 length;              /* length of the buffer (in bytes) */
};

/* this array holds the audio for the drum noises */
static struct sound drums[NUM_DRUMS];

/* function declarations */
void handleMouseButtonDown(SDL_Event * event);
void handleMouseButtonUp(SDL_Event * event);
int playSound(struct sound *);
void render(void);
void initializeButtons();
void audioCallback(void *userdata, Uint8 * stream, int len);
void loadSound(const char *file, struct sound *s);

struct
{
    /* channel array holds information about currently playing sounds */
    struct
    {
        Uint8 *position;        /* what is the current position in the buffer of this sound ? */
        Uint32 remaining;       /* how many bytes remaining before we're done playing the sound ? */
        Uint32 timestamp;       /* when did this sound start playing ? */
    } channels[NUM_CHANNELS];
    SDL_AudioSpec outputSpec;   /* what audio format are we using for output? */
    int numSoundsPlaying;       /* how many sounds are currently playing */
} mixer;

/* sets up the buttons (color, position, state) */
void
initializeButtons()
{

    int i;
    int spacing = 10;           /* gap between drum buttons */
    SDL_Rect buttonRect;        /* keeps track of where to position drum */
    SDL_Color upColor = { 86, 86, 140, 255 };   /* color of drum when not pressed */
    SDL_Color downColor = { 191, 191, 221, 255 };       /* color of drum when pressed */

    buttonRect.x = spacing;
    buttonRect.y = spacing;
    buttonRect.w = SCREEN_WIDTH - 2 * spacing;
    buttonRect.h = (SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;

    /* setup each button */
    for (i = 0; i < NUM_DRUMS; i++) {

        buttons[i].rect = buttonRect;
        buttons[i].isPressed = 0;
        buttons[i].upColor = upColor;
        buttons[i].downColor = downColor;

        buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */

    }
}

/*
 loads a wav file (stored in 'file'), converts it to the mixer's output format,
 and stores the resulting buffer and length in the sound structure
 */
void
loadSound(const char *file, struct sound *s)
{
    SDL_AudioSpec spec;         /* the audio format of the .wav file */
    SDL_AudioCVT cvt;           /* used to convert .wav to output format when formats differ */
    int result;
    if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
        fatalError("could not load .wav");
    }
    /* build the audio converter */
    result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
                               mixer.outputSpec.format,
                               mixer.outputSpec.channels,
                               mixer.outputSpec.freq);
    if (result == -1) {
        fatalError("could not build audio CVT");
    } else if (result != 0) {
        /* 
           this happens when the .wav format differs from the output format.
           we convert the .wav buffer here
         */
        cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult);       /* allocate conversion buffer */
        cvt.len = s->length;    /* set conversion buffer length */
        SDL_memcpy(cvt.buf, s->buffer, s->length);      /* copy sound to conversion buffer */
        if (SDL_ConvertAudio(&cvt) == -1) {     /* convert the sound */
            fatalError("could not convert .wav");
        }
        SDL_free(s->buffer);    /* free the original (unconverted) buffer */
        s->buffer = cvt.buf;    /* point sound buffer to converted buffer */
        s->length = cvt.len_cvt;        /* set sound buffer's new length */
    }
}

/* called from main event loop */
void
handleMouseButtonDown(SDL_Event * event)
{

    int x, y, mouseIndex, i, drumIndex;

    mouseIndex = event->button.which;
    drumIndex = -1;

    SDL_SelectMouse(mouseIndex);
    SDL_GetMouseState(&x, &y);
    /* check if we hit any of the drum buttons */
    for (i = 0; i < NUM_DRUMS; i++) {
        if (x >= buttons[i].rect.x
            && x < buttons[i].rect.x + buttons[i].rect.w
            && y >= buttons[i].rect.y
            && y < buttons[i].rect.y + buttons[i].rect.h) {
            drumIndex = i;
            break;
        }
    }
    if (drumIndex != -1) {
        /* if we hit a button */
        buttons[drumIndex].touchIndex = mouseIndex;
        buttons[drumIndex].isPressed = 1;
        playSound(&drums[drumIndex]);
    }

}

/* called from main event loop */
void
handleMouseButtonUp(SDL_Event * event)
{
    int i;
    int mouseIndex = event->button.which;
    /* check if this should cause any of the buttons to become unpressed */
    for (i = 0; i < NUM_DRUMS; i++) {
        if (buttons[i].touchIndex == mouseIndex) {
            buttons[i].isPressed = 0;
        }
    }
}

/* draws buttons to screen */
void
render(void)
{
    int i;
    SDL_SetRenderDrawColor(50, 50, 50, 255);
    SDL_RenderFill(NULL);       /* draw background (gray) */
    /* draw the drum buttons */
    for (i = 0; i < NUM_DRUMS; i++) {
        SDL_Color color =
            buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
        SDL_SetRenderDrawColor(color.r, color.g, color.b, color.unused);
        SDL_RenderFill(&buttons[i].rect);
    }
    /* update the screen */
    SDL_RenderPresent();
}

/*
	finds a sound channel in the mixer for a sound
	and sets it up to start playing
*/
int
playSound(struct sound *s)
{
    /*
       find an empty channel to play on.
       if no channel is available, use oldest channel
     */
    int i;
    int selected_channel = -1;
    int oldest_channel = 0;

    if (mixer.numSoundsPlaying == 0) {
        /* we're playing a sound now, so start audio callback back up */
        SDL_PauseAudio(0);
    }

    /* find a sound channel to play the sound on */
    for (i = 0; i < NUM_CHANNELS; i++) {
        if (mixer.channels[i].position == NULL) {
            /* if no sound on this channel, select it */
            selected_channel = i;
            break;
        }
        /* if this channel's sound is older than the oldest so far, set it to oldest */
        if (mixer.channels[i].timestamp <
            mixer.channels[oldest_channel].timestamp)
            oldest_channel = i;
    }

    /* no empty channels, take the oldest one */
    if (selected_channel == -1)
        selected_channel = oldest_channel;
    else
        mixer.numSoundsPlaying++;

    /* point channel data to wav data */
    mixer.channels[selected_channel].position = s->buffer;
    mixer.channels[selected_channel].remaining = s->length;
    mixer.channels[selected_channel].timestamp = SDL_GetTicks();

    return selected_channel;
}

/* 
	Called from SDL's audio system.  Supplies sound input with data by mixing together all
	currently playing sound effects.
*/
void
audioCallback(void *userdata, Uint8 * stream, int len)
{
    int i;
    int copy_amt;
    SDL_memset(stream, mixer.outputSpec.silence, len);  /* initialize buffer to silence */
    /* for each channel, mix in whatever is playing on that channel */
    for (i = 0; i < NUM_CHANNELS; i++) {
        if (mixer.channels[i].position == NULL) {
            /* if no sound is playing on this channel */
            continue;           /* nothing to do for this channel */
        }

        /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
        copy_amt =
            mixer.channels[i].remaining <
            len ? mixer.channels[i].remaining : len;

        /* mix this sound effect with the output */
        SDL_MixAudioFormat(stream, mixer.channels[i].position,
                           mixer.outputSpec.format, copy_amt, 150);

        /* update buffer position in sound effect and the number of bytes left */
        mixer.channels[i].position += copy_amt;
        mixer.channels[i].remaining -= copy_amt;

        /* did we finish playing the sound effect ? */
        if (mixer.channels[i].remaining == 0) {
            mixer.channels[i].position = NULL;  /* indicates no sound playing on channel anymore */
            mixer.numSoundsPlaying--;
            if (mixer.numSoundsPlaying == 0) {
                /* if no sounds left playing, pause audio callback */
                SDL_PauseAudio(1);
            }
        }
    }
}

int
main(int argc, char *argv[])
{

    int done;                   /* has user tried to quit ? */
    SDL_Window *window;         /* main window */
    SDL_Event event;
    Uint32 startFrame;          /* holds when frame started processing */
    Uint32 endFrame;            /* holds when frame ended processing */
    Uint32 delay;               /* calculated delay, how long should we wait before next frame? */

    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
        fatalError("could not initialize SDL");
    }
    window =
        SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                         SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
    SDL_CreateRenderer(window, 0, 0);

    /* initialize the mixer */
    SDL_memset(&mixer, 0, sizeof(mixer));
    /* setup output format */
    mixer.outputSpec.freq = 44100;
    mixer.outputSpec.format = AUDIO_S16LSB;
    mixer.outputSpec.channels = 2;
    mixer.outputSpec.samples = 256;
    mixer.outputSpec.callback = audioCallback;
    mixer.outputSpec.userdata = NULL;

    /* open audio for output */
    if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
        fatalError("Opening audio failed");
    }

    /* load our drum noises */
    loadSound("ds_kick_big_amb.wav", &drums[3]);
    loadSound("ds_brush_snare.wav", &drums[2]);
    loadSound("ds_loose_skin_mute.wav", &drums[1]);
    loadSound("ds_china.wav", &drums[0]);

    /* setup positions, colors, and state of buttons */
    initializeButtons();

    /* enter main loop */
    done = 0;
    while (!done) {
        startFrame = SDL_GetTicks();
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_MOUSEBUTTONDOWN:
                handleMouseButtonDown(&event);
                break;
            case SDL_MOUSEBUTTONUP:
                handleMouseButtonUp(&event);
                break;
            case SDL_QUIT:
                done = 1;
                break;
            }
        }
        render();               /* draw buttons */
        endFrame = SDL_GetTicks();

        /* figure out how much time we have left, and then sleep */
        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
        if (delay < 0) {
            delay = 0;
        } else if (delay > MILLESECONDS_PER_FRAME) {
            delay = MILLESECONDS_PER_FRAME;
        }
        SDL_Delay(delay);
    }

    /* cleanup code, let's free up those sound buffers */
    int i;
    for (i = 0; i < NUM_DRUMS; i++) {
        SDL_free(drums[i].buffer);
    }
    /* let SDL do its exit code */
    SDL_Quit();

    return 0;
}