-
-
Save avivbeeri/d2da1d44446ad4194a1cf0f907f8f704 to your computer and use it in GitHub Desktop.
Play a sound with SDL2 (no SDL_Mixer)
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#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; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment