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@8Observer8
Created November 23, 2024 12:52
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Play sound effect my mouse click using SDL3_mixer and C
/*
* This example code $WHAT_IT_DOES.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_mixer/SDL_mixer.h>
/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static Mix_Chunk *g_wave = NULL;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_SetAppMetadata("Example HUMAN READABLE NAME", "1.0", "com.example.CATEGORY-NAME");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/CATEGORY/NAME", 300, 300, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_AudioSpec spec;
spec.freq = MIX_DEFAULT_FREQUENCY;
spec.format = MIX_DEFAULT_FORMAT;
spec.channels = MIX_DEFAULT_CHANNELS;
// Open the audio device
if (!Mix_OpenAudio(0, &spec)) {
SDL_Log("Couldn't open audio: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
// Load the WAV file
const char *soundFilePath = "assets/audio/picked-coin-echo-2.wav";
g_wave = Mix_LoadWAV(soundFilePath);
if (g_wave == NULL) {
SDL_Log("Couldn't load WAV file %s: %s", soundFilePath, SDL_GetError());
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
} else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
// Play the sound effect
Mix_PlayChannel(-1, g_wave, 0);
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
// Clear the screen
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Update the screen
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
/* SDL will clean up the window/renderer for us. */
if (g_wave) {
Mix_FreeChunk(g_wave);
g_wave = NULL;
}
SDL_Quit();
}
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