All pastes #364469 Raw Edit

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public c v1 · immutable
#364469 ·published 2007-02-20 05:05 UTC
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#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;}