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#include <SDL2/SDL.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_timer.h>
#include <stdio.h>
#define NUM_CLAPS 10
int main(int argc, char **argv) {
(void)argc, (void)argv;
/* Initialize SDL and SDL_mixer. */
if (SDL_Init(SDL_INIT_AUDIO)) {
fprintf(stderr, "%s\n", SDL_GetError());
return 1;
}
if (atexit(SDL_Quit)) {
perror("atexit(SDL_Quit)");
SDL_Quit();
return 1;
}
if (Mix_Init(MIX_INIT_FLAC) != MIX_INIT_FLAC) {
fprintf(stderr, "%s\n", Mix_GetError());
return 1;
}
if (atexit(Mix_Quit)) {
perror("atexit(Mix_Quit)");
Mix_Quit();
return 1;
}
/* Open audio device. */
if (Mix_OpenAudio(48000, AUDIO_F32SYS, 2, 4096)) {
fprintf(stderr, "%s\n", Mix_GetError());
return 1;
}
if (atexit(Mix_CloseAudio)) {
perror("atexit(Mix_CloseAudio)");
Mix_CloseAudio();
return 1;
}
/* Allocate mixing channels to play more than 8 sounds in parallel. */
if (Mix_AllocateChannels(69) != 69)
fprintf(stderr, "%s\n", Mix_GetError());
Mix_Chunk *claps[NUM_CLAPS];
for (int i = 0; i < NUM_CLAPS; i++) {
claps[i] = Mix_LoadWAV("clap.wav");
if (claps[i] == NULL) {
fprintf(stderr, "%s\n", Mix_GetError());
for (int k = 0; k < i; k++)
Mix_FreeChunk(claps[k]);
break;
}
}
/* Main loop. */
int loop = 1;
Uint64 was_ticks = SDL_GetTicks64();
int clap_id = 0;
while (loop) {
/* Handle SDL_QUIT event (likely Ctrl-C). */
SDL_Event e;
while (SDL_PollEvent(&e))
if (e.type == SDL_QUIT)
loop = 0;
const Uint64 ticks = SDL_GetTicks64();
if (ticks == was_ticks)
continue;
/* Play clap sound every 200 milliseconds. */
if (ticks >= was_ticks + 200) {
was_ticks = ticks;
Mix_PlayChannel(-1, claps[clap_id], 0);
clap_id = (clap_id + 1) % NUM_CLAPS;
}
}
/* Most of cleanup is handled by previous atexit calls, although we
* still need to manually free audio chunks. */
for (int i = 0; i < NUM_CLAPS; i++)
Mix_FreeChunk(claps[i]);
return 0;
}
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