view docs/html/guideaudioexamples.html @ 2419:ab89ff6e97af gsoc2008_iphone

Originally keyboard support was in the form of a category of the class SDL_uikitview. It turns out this can cause problems with compilation where the code is not actually included and doesn't fail until dynamic dispatch. This is just awful, so I've moved to the code into the SDL_uikitview class itself.
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Wed, 13 Aug 2008 23:14:36 +0000
parents 355632dca928
children
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>Audio Examples</H1
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>Opening the audio device</H2
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CLASS="PROGRAMLISTING"
>    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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CLASS="PROGRAMLISTING"
>    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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