Created
May 29, 2019 07:24
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Playing a sine wave with the SDL2
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#include <stdio.h> | |
#include <SDL.h> | |
int main(void) { | |
SDL_Init(SDL_INIT_AUDIO); | |
// the representation of our audio device in SDL: | |
SDL_AudioDeviceID audio_device; | |
// opening an audio device: | |
SDL_AudioSpec audio_spec; | |
SDL_zero(audio_spec); | |
audio_spec.freq = 44100; | |
audio_spec.format = AUDIO_S16SYS; | |
audio_spec.channels = 1; | |
audio_spec.samples = 1024; | |
audio_spec.callback = NULL; | |
audio_device = SDL_OpenAudioDevice( | |
NULL, 0, &audio_spec, NULL, 0); | |
// pushing 3 seconds of samples to the audio buffer: | |
float x = 0; | |
for (int i = 0; i < audio_spec.freq * 3; i++) { | |
x += .010f; | |
// SDL_QueueAudio expects a signed 16-bit value | |
// note: "5000" here is just gain so that we will hear something | |
int16_t sample = sin(x * 4) * 5000; | |
const int sample_size = sizeof(int16_t) * 1; | |
SDL_QueueAudio(audio_device, &sample, sample_size); | |
} | |
// unpausing the audio device (starts playing): | |
SDL_PauseAudioDevice(audio_device, 0); | |
SDL_Delay(3000); | |
SDL_CloseAudioDevice(audio_device); | |
SDL_Quit(); | |
return 0; | |
} |
I think you can also queue it in one go after filling up the buffer. May be quicker 🤷?
Uint32 sample_bytes = as.freq * 3 * sizeof(int16_t); int16_t* samples = malloc(sample_bytes); float x = 0.0f; for (int i = 0; i < as.freq * 3; i++) { samples[i] = sin(x * 4) * 5000; x += .010f; } SDL_QueueAudio(audio_device, samples, sample_bytes); SDL_PauseAudioDevice(audio_device, 0);
Yes, you should do that whenever possible 👍 my code here was voluntarily dumb / unoptimised (error checks are also missing), my goal was to show how to generate and play a sound (without loading it from a file)
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I think you can also queue it in one go after filling up the buffer. May be quicker 🤷?