Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/mixer.c @ 5127:b6c7a6b07ebf
Updated main.c for API changes
Kees Bakker to sdl
The main.c for the template is still targeting SDL1.2. Here
is the patch to make it work for SDL1.3 (I'm hoping
the mailing lists accepts attachments.)
In this patch I have also changed the shell script that
assembles the Template. Since there is now only one lib
target (same name for "device" and "simulator" version)
I copy the simulator library to the destination with
the name libSDLSimulator.a. This is not a satisfactory
solution, because both libraries are included in the project
while only one is needed (depending on the selected
environment). However, I'm not fluent with Xcode to
say what a better solution would be.
Kind regards,
Kees Bakker
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 28 Jan 2011 10:37:36 -0800 |
parents | 06c7423f8c60 |
children | 78db79f5a4e2 |
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/* * 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 = 0; drumIndex = -1; 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 = 0; /* 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; }