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Add audio demo
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@ -9,6 +9,9 @@ TARGET_LINK_LIBRARIES(lines SDL2pp)
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ADD_EXECUTABLE(rendertarget rendertarget.cc)
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ADD_EXECUTABLE(rendertarget rendertarget.cc)
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TARGET_LINK_LIBRARIES(rendertarget SDL2pp)
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TARGET_LINK_LIBRARIES(rendertarget SDL2pp)
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ADD_EXECUTABLE(audio_sine audio_sine.cc)
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TARGET_LINK_LIBRARIES(audio_sine SDL2pp)
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IF(SDL2PP_WITH_IMAGE)
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IF(SDL2PP_WITH_IMAGE)
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ADD_EXECUTABLE(image image.cc)
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ADD_EXECUTABLE(image image.cc)
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TARGET_LINK_LIBRARIES(image SDL2pp)
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TARGET_LINK_LIBRARIES(image SDL2pp)
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67
demos/audio_sine.cc
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67
demos/audio_sine.cc
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@ -0,0 +1,67 @@
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/*
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libSDL2pp - C++ wrapper for libSDL2
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Copyright (C) 2013-2014 Dmitry Marakasov <amdmi3@amdmi3.ru>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include <iostream>
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#include <SDL2/SDL.h>
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#include <SDL2pp/SDL2pp.hh>
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using namespace SDL2pp;
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int Run() {
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SDL sdl(SDL_INIT_AUDIO);
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const int samplerate = 48000;
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float frequency = 2093.00f; // C7 tone
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int64_t nsample = 0;
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// Setup audio device, and provide callback which plays sine wave with specified frequency
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AudioSpec spec(samplerate, AUDIO_S16SYS, 1, 4096, [&nsample, frequency, samplerate](Uint8* stream, int len) {
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// fill provided buffer with sine wave
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for (Uint8* ptr = stream; ptr < stream + len; ptr += 2)
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*(Uint16*)ptr = (Uint16)(32766.0f * sin(nsample++ / (float)samplerate * frequency));
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}
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);
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// Open audio device
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AudioDevice dev("", 0, spec);
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// Sound plays after this call
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dev.Pause(false);
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// Play for 1 second, after which everything is stopped and closed
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SDL_Delay(1000);
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return 0;
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}
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int main() {
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try {
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return Run();
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} catch (Exception& e) {
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std::cerr << "Error: " << e.what() << " (" << e.GetSDLError() << ")" << std::endl;
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} catch (std::exception& e) {
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std::cerr << "Error: " << e.what() << std::endl;
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}
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return -1;
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}
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