Skip to content

Instantly share code, notes, and snippets.

@icculus
Last active April 3, 2023 19:31
Show Gist options
  • Save icculus/66cd4ee05baf58050226b6c95020552e to your computer and use it in GitHub Desktop.
Save icculus/66cd4ee05baf58050226b6c95020552e to your computer and use it in GitHub Desktop.
Changing audio stream samplerate on the fly with SDL3
/*
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
#include <SDL3/SDL.h>
static void SDLCALL audio_callback(void *userdata, Uint8 * stream, int len)
{
SDL_AudioStream *audiostream = (SDL_AudioStream *) userdata;
SDL_memset(stream, 0, len);
SDL_GetAudioStreamData(audiostream, stream, len);
}
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
SDL_Window *window = SDL_CreateWindow("Drag the slider: Normal speed", 640, 480, 0);
SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL, 0);
SDL_bool done = SDL_FALSE;
const SDL_FRect slider_area = { (640 - 500) / 2, (480 - 100) / 2, 500, 100 };
SDL_FRect slider_fill_area = slider_area;
int multiplier = 100;
SDL_AudioSpec spec;
Uint8 *audio_buf = NULL;
Uint32 audio_len = 0;
SDL_AudioStream *stream;
SDL_AudioDeviceID device;
SDL_LoadWAV("sample.wav", &spec, &audio_buf, &audio_len);
stream = SDL_CreateAudioStream(spec.format, spec.channels, spec.freq, spec.format, spec.channels, spec.freq);
SDL_PutAudioStreamData(stream, audio_buf, audio_len);
spec.callback = audio_callback;
spec.userdata = stream;
device = SDL_OpenAudioDevice(NULL, SDL_FALSE, &spec, NULL, 0);
SDL_PlayAudioDevice(device);
slider_fill_area.w /= 2;
while (!done) {
SDL_Event e;
int newmultiplier = multiplier;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) {
done = 1;
} else if (e.type == SDL_EVENT_KEY_DOWN) {
if (e.key.keysym.sym == SDLK_ESCAPE) {
done = 1;
}
} else if (e.type == SDL_EVENT_MOUSE_MOTION) {
if (e.motion.state & SDL_BUTTON_LMASK) {
const SDL_FPoint p = { e.motion.x, e.motion.y };
if (SDL_PointInRectFloat(&p, &slider_area)) {
const float w = SDL_roundf(p.x - slider_area.x);
slider_fill_area.w = w;
newmultiplier = ((int) ((w / slider_area.w) * 800.0f)) - 400;
}
}
}
}
if (multiplier != newmultiplier) {
char title[64];
int newfreq = spec.freq;
multiplier = newmultiplier;
if (multiplier == 0) {
SDL_snprintf(title, sizeof (title), "Drag the slider: Normal speed");
} else if (multiplier < 0) {
SDL_snprintf(title, sizeof (title), "Drag the slider: %.2fx slow", (-multiplier / 100.0f) + 1.0f);
} else {
SDL_snprintf(title, sizeof (title), "Drag the slider: %.2fx fast", (multiplier / 100.0f) + 1.0f);
}
SDL_SetWindowTitle(window, title);
// this math sucks, but whatever.
if (multiplier < 0) {
newfreq = spec.freq + (int) ((spec.freq * (multiplier / 400.0f)) * 0.75f);
} else if (multiplier > 0) {
newfreq = spec.freq + (int) (spec.freq * (multiplier / 100.0f));
}
//SDL_Log("newfreq=%d multiplier=%d\n", newfreq, multiplier);
SDL_LockAudioDevice(device);
SDL_SetAudioStreamFormat(stream, spec.format, spec.channels, newfreq, spec.format, spec.channels, spec.freq);
SDL_UnlockAudioDevice(device);
}
// keep it looping.
if (SDL_GetAudioStreamAvailable(stream) < (1024 * 100)) {
SDL_PutAudioStreamData(stream, audio_buf, audio_len);
}
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderFillRect(renderer, &slider_area);
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderFillRect(renderer, &slider_fill_area);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_CloseAudioDevice(device);
SDL_free(audio_buf);
SDL_Quit();
return 0;
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment