/*************************************************************************** * Copyright (C) 2005 by Michal Turek - Woq * * WOQ (zavinac) seznam.cz * * * * Program ukazuje nahrani zvuku ve formatu .AU pomoci knihovny * * SDL_sound, jeho dekodovani a nasledne prehravani * * (opet pro jednoduchost smycka). Zde je pouzit .AU, ale naprosto * * stejnym zpusobem lze pouzivat zvukove soubory jakychkoli jinych * * formatu (.MP3, .OGG atd.), staci jen zmenit jmeno souboru. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/ #include <stdio.h> #include <SDL.h> #include <SDL_sound.h>// Nezapomenout prilinkovat -lSDL_sound /* * Symbolicke konstanty */ #define SDL_SUBSYSTEMS SDL_INIT_VIDEO|SDL_INIT_AUDIO #define WIN_WIDTH 320 #define WIN_HEIGHT 240 #define WIN_BPP 0 #define WIN_TITLE "SDL_sound" /* * Funkcni prototypy */ void AudioCallback(void *unused, Uint8 *stream, int len); bool Init(); // Inicializace void Destroy(); // Deinicializace bool ProcessEvent(); // Osetruje udalosti int main(int argc, char *argv[]); // Vstup do programu /* * Globalni promenne */ Uint8 g_win_flags = SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_RESIZABLE; SDL_Surface *g_screen; Sound_Sample *g_sample; // Zvuk Uint32 g_pos; // Pozice pri prehravani /* * Audio callback funkce, posila data do streamu */ void AudioCallback(void *unused, Uint8 *stream, int len) { // Ukazatel na cast, kde se ma zacit prehravat Uint8 *wave_ptr = (Uint8 *)g_sample->buffer + g_pos; // Delka zvuku do konce int wave_left = g_sample->buffer_size - g_pos; // Zbyvajici delka je mensi nez pozadovana // Cyklus, protoze cely zvuk muze byt kratsi while(wave_left <= len) { // Posle data na zvukovou kartu SDL_MixAudio(stream, wave_ptr, wave_left, SDL_MIX_MAXVOLUME); // Posune se o prave zapsana data stream += wave_left; len -= wave_left; // Od zacatku zvuku wave_ptr = (Uint8 *)g_sample->buffer; wave_left = g_sample->buffer_size; g_pos = 0; } // Je jistota, ze zbyvajici cast zvuku je delsi nez pozadovana SDL_MixAudio(stream, wave_ptr, len, SDL_MIX_MAXVOLUME); g_pos += len; } /* * Inicializacni funkce */ bool Init() { // Inicializace SDL if(SDL_Init(SDL_SUBSYSTEMS) == -1) { fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError()); return false; } // Inicializace SDL_sound if(Sound_Init() == 0) { fprintf(stderr, "Unable to initialize SDL_sound: %s\n", Sound_GetError()); return false; } // Nastaveni ikony SDL_Surface *icon = SDL_LoadBMP("./icon.bmp"); if(icon != NULL) { SDL_WM_SetIcon(icon, NULL); SDL_FreeSurface(icon); } // Vytvori okno s definovanymi vlastnostmi g_screen = SDL_SetVideoMode(WIN_WIDTH, WIN_HEIGHT, WIN_BPP, g_win_flags); if(g_screen == NULL) { fprintf(stderr, "Unable to set %dx%d video: %s\n", WIN_WIDTH, WIN_HEIGHT, SDL_GetError()); return false; } // Titulek okna SDL_WM_SetCaption(WIN_TITLE, NULL); // Vypise verzi SDL_sound Sound_Version compiled; Sound_Version linked; SOUND_VERSION(&compiled); Sound_GetLinkedVersion(&linked); printf("\nVersion of compiled SDL_sound: %d.%d.%d\n", compiled.major, compiled.minor, compiled.patch); printf("Version of linked SDL_sound: %d.%d.%d\n\n", linked.major, linked.minor, linked.patch); // Vypise dostupne audio formaty const Sound_DecoderInfo **dec_info = Sound_AvailableDecoders(); printf("Supported sound formats:\n"); for(int i = 0; dec_info[i] != NULL; i++) { printf("%s\t- %s\n", *dec_info[i]->extensions, dec_info[i]->description); } printf("\n"); // Nastaveni audia SDL_AudioSpec desired, obtained; desired.freq = 22050;// 16-bit. stereo na 22 kHz desired.format = AUDIO_S16; desired.channels = 2; desired.samples = 512;// Vhodne pro hry desired.callback = AudioCallback; desired.userdata = NULL; // Otevre audio zarizeni if(SDL_OpenAudio(&desired, &obtained) == -1) { fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError()); return false; } // Loading audia a dekodovani (vse najednou) Sound_AudioInfo info; info.channels = obtained.channels; info.format = obtained.format; info.rate = obtained.freq; g_sample = Sound_NewSampleFromFile("sound.au", &info, 512); if(g_sample == NULL) { fprintf(stderr, "Unable to load sound: %s\n", Sound_GetError()); return false; } // Dekoduje cely zvuk najednou Sound_DecodeAll(g_sample); if(g_sample->flags & SOUND_SAMPLEFLAG_ERROR) { fprintf(stderr, "Unable to decode sound: %s\n", Sound_GetError()); return false; } // Zacne prehravat SDL_PauseAudio(0); return true; } /* * Deinicializacni funkce */ void Destroy() { Sound_FreeSample(g_sample); // Uvolni zvuk Sound_Quit(); // Ukonci SDL_sound SDL_CloseAudio(); // Zavre audio zarizeni SDL_Quit(); // Deinicializuje SDL } /* * Osetreni udalosti */ bool ProcessEvent() { SDL_Event event; while(SDL_WaitEvent(&event)) { switch(event.type) { case SDL_KEYDOWN: switch(event.key.keysym.sym) { case SDLK_ESCAPE: return false; break; default: break; } break; case SDL_QUIT: return false; break; default: break; } } return true; } /* * Vstup do programu */ int main(int argc, char *argv[]) { printf(WIN_TITLE); printf("\nPress ESC key to quit.\n"); // Inicializace if(!Init()) { Destroy(); return 1; } // Hlavni smycka programu bool done = false; while(!done) { done = !ProcessEvent(); } // Deinicializace a konec Destroy(); return 0; }