libSDL2pp/examples/mixer.cc
Dmitry Marakasov e37d67725e It is actually safe to free chunks which are still playing
Though documentation and even a comment at the start of Mix_FreeChunk()
state that it's unsafe to free chunk which is still being played, the
function actually contains the code to stop all playback of a chunk which is
being freed. See SDL2_mixer 2.0.0, mixer.c:759:

    /* Guarantee that this chunk isn't playing */
    SDL_LockAudio();
    if ( mix_channel ) {
        for ( i=0; i<num_channels; ++i ) {
            if ( chunk == mix_channel[i].chunk ) {
                mix_channel[i].playing = 0;
                mix_channel[i].looping = 0;
            }
        }
    }
    SDL_UnlockAudio();

As a result, no special actions are required to stop Mixer playback
before destruction of the Chunks (which is a common case with SDL2pp,
as Chunks may only be constructed after Mixer is created, and are
correspondingly destroyed in reverse order, e.g. before Mixer).
2015-08-29 02:34:16 +03:00

81 lines
2.2 KiB
C++

/*
libSDL2pp - C++11 bindings/wrapper for SDL2
Copyright (C) 2015 Dmitry Marakasov <amdmi3@amdmi3.ru>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include <iostream>
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2pp/SDL.hh>
#include <SDL2pp/SDLMixer.hh>
#include <SDL2pp/Mixer.hh>
#include <SDL2pp/Chunk.hh>
using namespace SDL2pp;
int main() try {
SDL sdl(SDL_INIT_AUDIO);
SDLMixer mixerlib(MIX_INIT_OGG);
Mixer mixer(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, MIX_DEFAULT_CHANNELS, 4096);
Chunk sound(TESTDATA_DIR "/test.ogg");
mixer.ChannelFinished([](int channel){
std::cerr << "Channel " << channel << " finished playback" << std::endl;
});
int chan;
// Fade in
chan = mixer.FadeInChannel(-1, sound, 0, 1000);
std::cerr << "Fading sound in on channel " << chan << "\n";
SDL_Delay(2000);
// Mix 3 sounds
chan = mixer.PlayChannel(-1, sound);
std::cerr << "Playing sound on channel " << chan << "\n";
SDL_Delay(250);
chan = mixer.PlayChannel(-1, sound);
std::cerr << "Playing sound on channel " << chan << "\n";
SDL_Delay(250);
chan = mixer.PlayChannel(-1, sound);
std::cerr << "Playing sound on channel " << chan << "\n";
SDL_Delay(2000);
// Fade out
chan = mixer.PlayChannel(-1, sound);
std::cerr << "Fading out sound on channel " << chan << "\n";
mixer.FadeOutChannel(chan, 2000);
SDL_Delay(2000);
return 0;
} catch (std::exception& e) {
std::cerr << "Error: " << e.what() << std::endl;
return 1;
}