rendered paste body#include <stdio.h>#include "SDL.h"#include "SDL_audio.h"#define NUM_SOUNDS 1struct sample { Uint8 *data; Uint32 dpos; Uint32 dlen;} sounds[NUM_SOUNDS];void mixaudio(void *unused, Uint8 *stream, int len){ int i; Uint32 amount; for ( i=0; i<NUM_SOUNDS; ++i ) { amount = (sounds[i].dlen-sounds[i].dpos); if ( amount > len ) { amount = len; } SDL_MixAudio(stream, &sounds[i].data[sounds[i].dpos], amount, SDL_MIX_MAXVOLUME); sounds[i].dpos += amount; }}void PlaySound(char *file){ int index; SDL_AudioSpec wave; Uint8 *data; Uint32 dlen; SDL_AudioCVT cvt; /* Look for an empty (or finished) sound slot */ for ( index=0; index<NUM_SOUNDS; ++index ) { if ( sounds[index].dpos == sounds[index].dlen ) { break; } } if ( index == NUM_SOUNDS ) return; /* Load the sound file and convert it to 16-bit stereo at 22kHz */ if ( SDL_LoadWAV(file, &wave, &data, &dlen) == NULL ) { fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError()); return; } SDL_BuildAudioCVT(&cvt, wave.format, wave.channels, wave.freq, AUDIO_S16, 2, 44100); cvt.buf = malloc(dlen*cvt.len_mult); memcpy(cvt.buf, data, dlen); cvt.len = dlen; SDL_ConvertAudio(&cvt); SDL_FreeWAV(data); /* Put the sound data in the slot (it starts playing immediately) */ if ( sounds[index].data ) { free(sounds[index].data); } SDL_LockAudio(); sounds[index].data = cvt.buf; sounds[index].dlen = cvt.len_cvt; sounds[index].dpos = 0; SDL_UnlockAudio();}int main(int argc, char **argv) { extern void mixaudio(void *unused, Uint8 *stream, int len); SDL_AudioSpec fmt; if (SDL_Init(SDL_INIT_AUDIO) < 0 ) { fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError()); exit(1); } atexit(SDL_Quit); /* Set 16-bit stereo audio at 22Khz */ fmt.freq = 44100; fmt.format = AUDIO_S16; fmt.channels = 2; fmt.samples = 512; /* A good value for games */ fmt.callback = mixaudio; fmt.userdata = NULL; /* Open the audio device and start playing sound! */ if (SDL_OpenAudio(&fmt, NULL) < 0 ) { fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError()); exit(1); } SDL_PauseAudio(0); PlaySound("samples/snare.wav"); system("read"); SDL_CloseAudio(); return 0;}