view XCodeiPhoneOS/Demos/src/mixer.c @ 3191:91b335df6fc8

Fixed bug #750 Since many different event structures include windowID it should be placed near the beginning of the structure (preferably right after type) so it's position is the same between different events. This is to avoid code like this: if (event.type == SDL_WINDOWEVENT) win = event.window.windowID; else if ((SDL_EVENTMASK(event.type) & SDL_KEYEVENTMASK) != 0) win = event.key.windowID; else if (event.type == SDL_TEXTINPUT) win = event.text.windowID; else if (event.type == SDL_MOUSEMOTION) win = event.motion.windowID; else if ((SDL_EVENTMASK(event.type) & (SDL_MOUBUTTONDOWNMASK | SDL_MOUBUTTONUPMASK)) != 0) win = event.button.windowID; else if (event.type == SDL_MOUSEWHEEL) win = event.wheel.windowID; ... in favor of: win = event.window.windowID;
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Jun 2009 14:00:21 +0000
parents 7f684f249ec9
children
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_WindowID windowID;      /* our 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");
    }
    windowID =
        SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                         SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
    SDL_CreateRenderer(windowID, 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;
}