make mac
to compile on mac.make web
to compile for web.make run-web
to start a web server on port 8000 to visit the program in your browser.make run-mac
to run on mac.make clean
to wipe the slate.
-
-
Save whistlegraph/1c9083fefc4f9188d5c4 to your computer and use it in GitHub Desktop.
SDL2 Emscripten Audio Test (for iOS)
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#include <stdio.h> | |
#include <math.h> | |
#include <SDL.h> | |
#ifdef EMSCRIPTEN | |
#include <emscripten/emscripten.h> | |
#endif | |
#define GAME_SIZE 256 | |
SDL_Window *window; | |
SDL_Renderer *renderer; | |
SDL_Texture *game_view; | |
SDL_AudioDeviceID dev; | |
SDL_AudioSpec want, have; | |
int quit = 0; | |
/* Generate some audio. */ | |
#define FREQ 200 | |
unsigned int audio_position; | |
int audio_len; | |
float audio_frequency; | |
float audio_volume; | |
void audioCallback(void* userdata, Uint8* stream, int len) { | |
len /= 2; | |
int i; | |
Sint16* buf = (Sint16*)stream; | |
for(i = 0; i < len; i++) { | |
buf[i] = audio_volume * sin(2 * M_PI * audio_position * audio_frequency); | |
audio_position++; | |
} | |
audio_len -= len; | |
return; | |
} | |
void loop_game(){ | |
SDL_Event event; | |
while(SDL_PollEvent(&event)){ | |
switch(event.type){ | |
case SDL_QUIT: | |
quit = 1; | |
break; | |
case SDL_FINGERDOWN: | |
case SDL_MOUSEBUTTONDOWN: | |
SDL_Init(SDL_INIT_AUDIO); | |
SDL_zero(want); | |
want.freq = 44100; | |
want.format = AUDIO_S16; | |
want.channels = 1; | |
want.samples = 4096; | |
want.callback = audioCallback; | |
audio_len = have.freq * 5; | |
audio_position = 0; | |
audio_frequency = 1.0 * FREQ / have.freq; | |
audio_volume = 6000; | |
dev = SDL_OpenAudioDevice(NULL, 0, &want, &have, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE); | |
SDL_PauseAudioDevice(dev, 0); | |
break; | |
} | |
} | |
SDL_SetRenderTarget(renderer, game_view); | |
SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); | |
SDL_RenderClear(renderer); | |
SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE/2); | |
SDL_RenderDrawLine(renderer, 0, 0, GAME_SIZE, GAME_SIZE); | |
SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE/2); | |
SDL_RenderDrawLine(renderer, GAME_SIZE, 0, 0, GAME_SIZE); | |
SDL_SetRenderTarget(renderer, NULL); | |
SDL_RenderClear(renderer); | |
SDL_RenderCopy(renderer, game_view, NULL, NULL); | |
SDL_RenderPresent(renderer); | |
} | |
int main(int argc, const char * argv[]) { | |
SDL_Init(SDL_INIT_VIDEO); | |
window = SDL_CreateWindow( | |
"iOS SDL2 Audio Test", | |
SDL_WINDOWPOS_UNDEFINED, | |
SDL_WINDOWPOS_UNDEFINED, | |
GAME_SIZE, | |
GAME_SIZE, | |
SDL_WINDOW_SHOWN); | |
renderer = SDL_CreateRenderer(window, | |
-1, | |
SDL_RENDERER_ACCELERATED | | |
SDL_RENDERER_TARGETTEXTURE | SDL_RENDERER_PRESENTVSYNC); | |
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); | |
game_view = SDL_CreateTexture(renderer, | |
SDL_PIXELFORMAT_RGBA8888, | |
SDL_TEXTUREACCESS_TARGET, | |
GAME_SIZE, | |
GAME_SIZE); | |
#ifdef EMSCRIPTEN | |
emscripten_set_main_loop((em_callback_func)loop_game, 0, 1); | |
#else | |
while(!quit){ | |
loop_game(); | |
} | |
#endif | |
SDL_DestroyTexture(game_view); | |
SDL_DestroyRenderer(renderer); | |
SDL_DestroyWindow(window); | |
SDL_Quit(); | |
return 0; | |
} |
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OBJS = ios-audio.c | |
OBJ_NAME = "ios-audio" | |
mac: | |
mkdir -p builds/native/mac | |
gcc -Wall -o $(OBJ_NAME) $(OBJS) `sdl2-config --cflags --libs`; | |
mv $(OBJ_NAME) builds/native/mac | |
web: | |
mkdir -p builds/html | |
emcc $(OBJS) -O2 --memory-init-file 1 -s USE_SDL=2 -o builds/html/index.html --emrun | |
clean: | |
rm -rf builds | |
run-mac: | |
builds/native/mac/$(OBJ_NAME) | |
run-web: | |
emrun --no_browser --port 8000 builds/html/index.html |
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