Hello, I just used SDL for only few days, but got a problem using SDL
sound function to play sounds.
I got two codes from SDL documentation and one worked well but another
didnt.
I show these codes below :
code 1 :
static Uint8 *audio_chunk;
static Uint32 audio_len;
static Uint8 *audio_pos;
/* The audio function callback takes the following parameters:
stream: A pointer to the audio buffer to be filled
len: The length (in bytes) of the audio buffer
*/
void fill_audio(void *udata, Uint8 *stream, int len)
{
/* Only play if we have data left */
if ( audio_len == 0 )
return;
/* Mix as much data as possible */
len = ( len > audio_len ? audio_len : len );
SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);
audio_pos += len;
audio_len -= len;
}
/* Load the audio data ... */
;;;;;
audio_pos = audio_chunk;
/* Let the callback function play the audio chunk */
SDL_PauseAudio(0);
/* Do some processing */
;;;;;
/* Wait for sound to complete */
while ( audio_len > 0 ) {
SDL_Delay(100); /* Sleep 1/10 second */
}
SDL_CloseAudio();________________________________________________________________________________
code 2:
#define NUM_SOUNDS 2
struct 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, 22050);
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();
}
code 1 WORKED well but Code 2 DIDN’T. I dont understend what’s the
difference?
in documentation it says the callback function is a seperate running
thread,
but in code 2 the thread seems not running at all.
and, why the while (audio_len>0) loop needed in the code 1 ?
thanks for your helps!