Created
August 24, 2012 07:31
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Play a sound with SDL2 (no SDL_Mixer)
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#include <SDL2/SDL.h> | |
#define MUS_PATH "Roland-GR-1-Trumpet-C5.wav" | |
// prototype for our audio callback | |
// see the implementation for more information | |
void my_audio_callback(void *userdata, Uint8 *stream, int len); | |
// variable declarations | |
static Uint8 *audio_pos; // global pointer to the audio buffer to be played | |
static Uint32 audio_len; // remaining length of the sample we have to play | |
/* | |
** PLAYING A SOUND IS MUCH MORE COMPLICATED THAN IT SHOULD BE | |
*/ | |
int main(int argc, char* argv[]){ | |
// Initialize SDL. | |
if (SDL_Init(SDL_INIT_AUDIO) < 0) | |
return 1; | |
// local variables | |
static Uint32 wav_length; // length of our sample | |
static Uint8 *wav_buffer; // buffer containing our audio file | |
static SDL_AudioSpec wav_spec; // the specs of our piece of music | |
/* Load the WAV */ | |
// the specs, length and buffer of our wav are filled | |
if( SDL_LoadWAV(MUS_PATH, &wav_spec, &wav_buffer, &wav_length) == NULL ){ | |
return 1; | |
} | |
// set the callback function | |
wav_spec.callback = my_audio_callback; | |
wav_spec.userdata = NULL; | |
// set our global static variables | |
audio_pos = wav_buffer; // copy sound buffer | |
audio_len = wav_length; // copy file length | |
/* Open the audio device */ | |
if ( SDL_OpenAudio(&wav_spec, NULL) < 0 ){ | |
fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); | |
exit(-1); | |
} | |
/* Start playing */ | |
SDL_PauseAudio(0); | |
// wait until we're don't playing | |
while ( audio_len > 0 ) { | |
SDL_Delay(100); | |
} | |
// shut everything down | |
SDL_CloseAudio(); | |
SDL_FreeWAV(wav_buffer); | |
} | |
// audio callback function | |
// here you have to copy the data of your audio buffer into the | |
// requesting audio buffer (stream) | |
// you should only copy as much as the requested length (len) | |
void my_audio_callback(void *userdata, Uint8 *stream, int len) { | |
if (audio_len ==0) | |
return; | |
len = ( len > audio_len ? audio_len : len ); | |
//SDL_memcpy (stream, audio_pos, len); // simply copy from one buffer into the other | |
SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);// mix from one buffer into another | |
audio_pos += len; | |
audio_len -= len; | |
} |
oh god thats a lot of code xD
Thanks!!
Works great, but I think it would be better to have line 72 commented instead of line 71, since I thought everything was broken :-)
Agree!!!, Commenting line 72 makes a lot noise for me.
Since SDL 2.0.4 you can use SDL_QueueAudio
to not use callbacks
SDL_AudioSpec spec;
Uint8 *data;
Uint32 len;
SDL_LoadWAV("sound.wav", &spec, &data, &len);
SDL_OpenAudio(&spec, NULL);
SDL_QueueAudio(1, data, len);
SDL_PauseAudio(0);
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Can i use vulkan to render my windows in raylib?