view docs/html/guideaudioexamples.html @ 2763:6fc50bdd88c0

Some cleanups on the new XInput code. One or two things got moved around, but largely this is hooked up correctly in the Unix configure system now: it can be dynamically loaded and fallback gracefully if not available, or libXi can be directly linked to libSDL. XInput support can be --disable'd from the configure script, too (defaults to enabled). Please note that while the framework is in place to gracefully fallback, the current state of the source requires XInput. We'll need to adjust a few things still to correct this.
author Ryan C. Gordon <icculus@icculus.org>
date Wed, 17 Sep 2008 08:20:57 +0000
parents 355632dca928
children
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>Audio Examples</H1
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>Opening the audio device</H2
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>    SDL_AudioSpec wanted;
    extern void fill_audio(void *udata, Uint8 *stream, int len);

    /* Set the audio format */
    wanted.freq = 22050;
    wanted.format = AUDIO_S16;
    wanted.channels = 2;    /* 1 = mono, 2 = stereo */
    wanted.samples = 1024;  /* Good low-latency value for callback */
    wanted.callback = fill_audio;
    wanted.userdata = NULL;

    /* Open the audio device, forcing the desired format */
    if ( SDL_OpenAudio(&#38;wanted, NULL) &#60; 0 ) {
        fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
        return(-1);
    }
    return(0);</PRE
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>Playing audio</H2
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>    static Uint8 *audio_chunk;
    static Uint32 audio_len;
    static Uint8 *audio_pos;

    /* The audio function callback takes the following parameters:
       stream:  A pointer to the audio buffer to be filled
       len:     The length (in bytes) of the audio buffer
    */
    void fill_audio(void *udata, Uint8 *stream, int len)
    {
        /* Only play if we have data left */
        if ( audio_len == 0 )
            return;

        /* Mix as much data as possible */
        len = ( len &#62; audio_len ? audio_len : len );
        SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);
        audio_pos += len;
        audio_len -= len;
    }

    /* Load the audio data ... */

    ;;;;;

    audio_pos = audio_chunk;

    /* Let the callback function play the audio chunk */
    SDL_PauseAudio(0);

    /* Do some processing */

    ;;;;;

    /* Wait for sound to complete */
    while ( audio_len &#62; 0 ) {
        SDL_Delay(100);         /* Sleep 1/10 second */
    }
    SDL_CloseAudio();</PRE
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