Added simple SDL mixer example
This commit is contained in:
34
project/jni/application/simplemixer/AndroidAppSettings.cfg
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34
project/jni/application/simplemixer/AndroidAppSettings.cfg
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@@ -0,0 +1,34 @@
|
||||
# The application settings for Android libSDL port
|
||||
AppSettingVersion=16
|
||||
LibSdlVersion=1.2
|
||||
AppName="SDL Simple Mixer"
|
||||
AppFullName=net.olofson.simplemixer
|
||||
ScreenOrientation=h
|
||||
InhibitSuspend=n
|
||||
AppDataDownloadUrl="Game data is 1 Mb|data.zip"
|
||||
SdlVideoResize=y
|
||||
SdlVideoResizeKeepAspect=n
|
||||
NeedDepthBuffer=n
|
||||
AppUsesMouse=y
|
||||
AppNeedsTwoButtonMouse=y
|
||||
AppNeedsArrowKeys=n
|
||||
AppNeedsTextInput=n
|
||||
AppUsesJoystick=n
|
||||
AppHandlesJoystickSensitivity=n
|
||||
AppUsesMultitouch=n
|
||||
NonBlockingSwapBuffers=n
|
||||
RedefinedKeys="SPACE"
|
||||
AppTouchscreenKeyboardKeysAmount=0
|
||||
AppTouchscreenKeyboardKeysAmountAutoFire=0
|
||||
RedefinedKeysScreenKb="1 2 3 4 5 6 1 2 3 4"
|
||||
MultiABI=n
|
||||
AppVersionCode=101
|
||||
AppVersionName="1.01"
|
||||
CompiledLibraries="sdl_sound"
|
||||
CustomBuildScript=n
|
||||
AppCflags='-O2 -finline-functions'
|
||||
AppLdflags=''
|
||||
AppSubdirsBuild=''
|
||||
AppUseCrystaXToolchain=n
|
||||
AppCmdline=''
|
||||
ReadmeText='^'
|
||||
BIN
project/jni/application/simplemixer/AndroidData/data.zip
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BIN
project/jni/application/simplemixer/AndroidData/data.zip
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Binary file not shown.
340
project/jni/application/simplemixer/COPYING
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340
project/jni/application/simplemixer/COPYING
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@@ -0,0 +1,340 @@
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
675 Mass Ave, Cambridge, MA 02139, USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
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of this license document, but changing it is not allowed.
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Preamble
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|
||||
The licenses for most software are designed to take away your
|
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freedom to share and change it. By contrast, the GNU General Public
|
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License is intended to guarantee your freedom to share and change free
|
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software--to make sure the software is free for all its users. This
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8
project/jni/application/simplemixer/ChangeLog
Normal file
8
project/jni/application/simplemixer/ChangeLog
Normal file
@@ -0,0 +1,8 @@
|
||||
simplemixer 1.1:
|
||||
* Endian conversion after SDL_LoadWAV() is now
|
||||
done on big endian platforms. (Oops...!)
|
||||
* Added some sample format checking.
|
||||
* Minor makefile cleanup
|
||||
|
||||
simplemixer 1.0:
|
||||
* Initial release
|
||||
28
project/jni/application/simplemixer/README
Normal file
28
project/jni/application/simplemixer/README
Normal file
@@ -0,0 +1,28 @@
|
||||
|
||||
Simple Mixer
|
||||
------------
|
||||
|
||||
This is about as simple as sound mixing gets.
|
||||
Four voices, stereo volume control, 16 bit
|
||||
mono sounds. It needs 44.1 kHz 16 bit stereo
|
||||
output. (Won't resample, convert or anything.)
|
||||
|
||||
There's a primitive and utterly useless
|
||||
pattern sequencer in there as well - you may
|
||||
just ignore that code if you don't get it;
|
||||
it's not important. Or you can make a GUI for
|
||||
it and learn some SDL graphics coding in the
|
||||
process, maybe...
|
||||
|
||||
The sounds were sampled by Michael Fischer,
|
||||
from a real Roland TR-808 Rhythm Composer.
|
||||
(A vintage analog drum machine.) Please see
|
||||
README.SOUND for details. You may get the
|
||||
rest of the sounds from here:
|
||||
|
||||
http://freeware.sgi.com/fw-5.3/fw_TR808/
|
||||
|
||||
Or just use Google, if that doesn't work.
|
||||
|
||||
|
||||
David Olofson <david@olofson.net>
|
||||
202
project/jni/application/simplemixer/README.SOUNDS
Normal file
202
project/jni/application/simplemixer/README.SOUNDS
Normal file
@@ -0,0 +1,202 @@
|
||||
=-=-=-=-=-=-=-=-=-=-=
|
||||
Michael Fischer
|
||||
|
||||
of
|
||||
|
||||
T E C H N O P O L I S
|
||||
=-=-=-=-=-=-=-=-=-=-=
|
||||
|
||||
Presents...
|
||||
|
||||
Roland TR-808 Rhythm Composer
|
||||
Sound Sample Set 1.0.0 (09/08/94)
|
||||
|
||||
The Roland TR-808 (popularly known as the "808") is, perhaps, the most
|
||||
popular analogue electronic drum machine of all time. Since its debut
|
||||
in 1982, it has been the drum machine used the most by dance, pop, rap,
|
||||
and rhythm and blues artists to produce the drum rhythm tracks for their
|
||||
songs. (The famous cowbell sound at the beginning of Whitney Houston's
|
||||
"I Wanna' Dance with Somebody", or the famous bass drum sound that
|
||||
vibrates the ground when a car playing loud rap music drives by) Without
|
||||
a doubt, the Roland TR-808 Rhythm Composer is a "classic beat box".
|
||||
|
||||
In recent years, many electronic musical instrument companies (Roland
|
||||
and many others...) and studio engineer types have attempted to capture
|
||||
its timeless sound through the use of sampling. This has however,
|
||||
proven to be an often disappointing endeavour, due the the analogue
|
||||
nature of the "808". Because the "808" is a truly "analogue" drum
|
||||
machine, with very many (22 to be exact) knobs for the settings for its
|
||||
drum sounds, sampling the unit often yields sample sets which are too
|
||||
discrete (i.e. too "static" and too "limited" in variation) and simply
|
||||
do not do justice to the wide sound range the "808" can produce. As a
|
||||
result, people still, to this day, are in hot pursuit of real "808"'s,
|
||||
and its U.S. dollar resale value today ($250 - $1,000) is often not too
|
||||
far off from its U.S. dollar retail price at its introduction more than
|
||||
a decade ago ($1,000).
|
||||
|
||||
I sincerely believe I have made major progress in narrowing the
|
||||
difference between owning a real "808" and owning samples of one. When
|
||||
put to proper use, these samples can be considered better than using a
|
||||
real "808". Unlike a real "808", with these samples one can have the
|
||||
certain drum sounds playing simultaneously that cannot do so on a real
|
||||
"808", (Hand Claps and Maracas, for example.) as well as scale the
|
||||
velocities of the sounds, and even apply grooves and timing to the beat
|
||||
in a manner much more sophisticated and clearly beyond the capabilities
|
||||
of a real "808". With the right sampler, these "808" samples can, for
|
||||
all practical purposes, make a real "808" obsolete. I feel these samples
|
||||
are of higher quality than those found in current commercial drum
|
||||
machines. I feel these "808" samples are of higher quality than any
|
||||
currently offered by commercial sample vendors. Quite frankly, I feel
|
||||
this is the best overall sound sample set of the TR-808 to date. And
|
||||
best of all, and very unlike many of the "competiting" samples, these
|
||||
samples are ABSOLUTELY FREE!
|
||||
|
||||
What I have attempted to do is create a high quality sound sample set of
|
||||
the "808" that is so comprehensive in sample range, that even the
|
||||
"analogue purist" (the types who are actively pursing real "808"'s still
|
||||
today...) would be satisfied. I have, through very time consuming,
|
||||
painstaking sampling and sample editing work, using professional grade
|
||||
equipment, sampled the "808" at five (see "FILENAME INFO" near the end
|
||||
of this text file...) uniformly spaced positions for each sound modifier
|
||||
knob. ("LEVEL" being the only exception---as I always kept "LEVEL" at
|
||||
full to maintain the best signal to noise ratio.) As a result, this
|
||||
rather comprehensive "808" sound sample set has the following :
|
||||
|
||||
25 Bass Drum sounds
|
||||
25 Snare Drum sounds
|
||||
5 Low Tom sounds
|
||||
5 Mid Tom sounds
|
||||
5 Hi Tom sounds
|
||||
5 Low Conga sounds
|
||||
5 Mid Conga sounds
|
||||
5 Hi Conga sounds
|
||||
1 Rim Shot sound
|
||||
1 Claves sound
|
||||
1 Hand Clap sound
|
||||
1 Maracas sound
|
||||
1 Cow Bell sound
|
||||
25 Cymbal sounds
|
||||
5 Open Hi Hat sounds
|
||||
1 Closed Hi Hat sound
|
||||
|
||||
...making for a grand total of 116 sound samples of the Roland TR-808
|
||||
Rhythm Composer!
|
||||
|
||||
These samples were taken _DIRECTLY_ from a Roland TR-808 Rhythm Composer
|
||||
(SERIAL NO. 103852). They are _NOT_ samples of samples (i.e. sampled
|
||||
from a recent drum machine, such as the Boss DR-660, Roland R-8,
|
||||
R-8MkII, etc...) In other words, these samples were taken from a REAL
|
||||
TR-808. All samples were recorded from the individual sound outputs (I
|
||||
did NOT use the "HI" or "LO" "LEVEL" "MASTER OUT"puts!). While being
|
||||
recorded, each sound (on the TR-808) was at highest volume level (with
|
||||
all other volume levels set to the lowest possible setting), and the
|
||||
master volume (on the TR-808) was always at the lowest setting. All
|
||||
samples were made using SoundEdit 16 1.0.0 on a Macintosh Quadra 660AV.
|
||||
|
||||
EACH and EVERY sample is at 16-Bit, 44.1kHz resolution and was CAREFULLY
|
||||
generated, sampled, selected (I recorded many hits of the same
|
||||
sound, and picked the one that I felt best represented the average of
|
||||
that particular sound) and edited.
|
||||
|
||||
Please enjoy this timeless sample set, and feel free to send me your
|
||||
comments (positive or negative).
|
||||
|
||||
Most Sincerely,
|
||||
|
||||
Michael Fischer
|
||||
Technopolis
|
||||
(810) 650-6396
|
||||
fischer1@student.msu.edu
|
||||
|
||||
=-=-=-=-=-=-=
|
||||
FILENAME INFO
|
||||
=-=-=-=-=-=-=
|
||||
|
||||
Bass Drum sounds start with "BD".
|
||||
Snare Drum sounds start with "SD".
|
||||
Low Tom sounds start with "LT".
|
||||
Mid Tom sounds start with "MT".
|
||||
Hi Tom sounds start with "HT".
|
||||
Low Conga sounds start with "LC".
|
||||
Mid Conga sounds start with "MC".
|
||||
Hi Conga sounds start with "HC".
|
||||
Rim Shot sound starts with "RS".
|
||||
Claves sounds starts with "CL".
|
||||
Hand Clap sound starts with "CP".
|
||||
Maracas sound starts with "MA".
|
||||
Cowbell sound starts with "CB".
|
||||
Cymbal sounds start with "CY".
|
||||
Open Hi Hat sounds start with "OH".
|
||||
Closed Hi Hat sound starts with "CH".
|
||||
|
||||
These two letter abbreviations which determine what the filename begins
|
||||
with are the exact ones used to abbreviate the sound names on the actual
|
||||
TR-808 instrument select dial.
|
||||
|
||||
The "LEVEL" knob does not count as a knob in filenames, as it
|
||||
was always at the maximum setting (to maintain the highest signal to
|
||||
noise ratio.)
|
||||
|
||||
On the TR-808, each knob involved in the
|
||||
composition/generation/synthesis of a particular drum sound has 11
|
||||
uniformly spaced position marks on it (the positions on the dials are
|
||||
not numbered, however...and hopefully the synthesis variable they
|
||||
control is linearly distributed with respect to the knob position!) I
|
||||
consider these 11 marks to be "0" through "10". Due to the fact that
|
||||
the "0" position and the "10" position are the minimum (most
|
||||
counter-clockwise) and maximum (most clockwise) positions, one may
|
||||
consider "0" to be the minimum setting and "10" to be the maximum
|
||||
setting. I decided to use dial positions "0" (minimum), "2.5", "5.0"
|
||||
(middle), "7.5" and "10.0" (maximum) for my samples. As a result, I
|
||||
decided upon the following naming convention :
|
||||
|
||||
"<filename>00.<file extension>" would be a file whose first (and only,
|
||||
in this case) knob was set to 0.0 (or the minimum position).
|
||||
|
||||
"<filename>25.<file extension>" would be a file whose first (and only,
|
||||
in this case) knob was set to 2.5.
|
||||
|
||||
"<filename>50.<file extension>" would be a file whose first (and only,
|
||||
in this case) knob was set to 5.0 (or the middle position).
|
||||
|
||||
"<filename>75.<file extension>" would be a file whose first (and only,
|
||||
in this case) knob was set to 7.5.
|
||||
|
||||
"<filename>10.<file extension>" would be a file whose first (and only,
|
||||
in this case) knob was set to 10.0 (or the maximum position). It does
|
||||
NOT mean the knob was set to 1.0!
|
||||
|
||||
Example : Low Tom with "TUNING" knob set to middle position would be
|
||||
"LT50.<file extension>". If the file happened to be a ".WAV" ("WAVE")
|
||||
file, the name would be "LT50.WAV".
|
||||
|
||||
For sounds which had TWO knobs, such as the Bass Drum, Snare Drum, and
|
||||
Cymbal...
|
||||
|
||||
The naming convention is the same, but with two additional setting
|
||||
position numbers after the first two...
|
||||
|
||||
Example : Bass Drum with "TUNING" knob set between the minimum and
|
||||
middle position and "DECAY" set halfway between the middle and maximum
|
||||
position would be "BD2575.<file extension>". If the file happened to be
|
||||
a ".WAV" ("WAVE") file, the name would be "BD2575.WAV".
|
||||
|
||||
Once again, this naming convention was used for ALL the samples.
|
||||
|
||||
Of importance is the following :
|
||||
|
||||
* In filenames, "TONE" and "TUNING" come before "DECAY" and "SNAPPY".
|
||||
|
||||
Once again, please enjoy, and please do send me feedback on what you
|
||||
think of these samples.
|
||||
|
||||
Sincerely,
|
||||
|
||||
Michael Fischer
|
||||
Technopolis
|
||||
(810) 650-6396
|
||||
fischer1@student.msu.edu
|
||||
|
||||
|
||||
|
||||
|
||||
BIN
project/jni/application/simplemixer/icon.png
Normal file
BIN
project/jni/application/simplemixer/icon.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.1 KiB |
15
project/jni/application/simplemixer/makefile
Normal file
15
project/jni/application/simplemixer/makefile
Normal file
@@ -0,0 +1,15 @@
|
||||
CC = gcc
|
||||
|
||||
CLIBS = $(shell sdl-config --libs)
|
||||
CFLAGS = -O3 -Wall $(shell sdl-config --cflags)
|
||||
|
||||
SOURCES = simplemixer.c
|
||||
|
||||
all: simplemixer
|
||||
|
||||
clean:
|
||||
rm -f *.o
|
||||
rm simplemixer
|
||||
|
||||
simplemixer: ${SOURCES}
|
||||
${CC} ${CFLAGS} -o simplemixer ${SOURCES} ${CLIBS}
|
||||
288
project/jni/application/simplemixer/simplemixer.c
Normal file
288
project/jni/application/simplemixer/simplemixer.c
Normal file
@@ -0,0 +1,288 @@
|
||||
/*
|
||||
* SimpleMixer 1.1
|
||||
*
|
||||
* Simple sound mixing example for SDL.
|
||||
*
|
||||
* (C) David Olofson, 2003
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <signal.h>
|
||||
#include "SDL.h"
|
||||
#include "SDL_audio.h"
|
||||
|
||||
#define SM_SOUNDS 4
|
||||
#define SM_VOICES 4
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Uint8 *data;
|
||||
Uint32 length;
|
||||
} SM_sound;
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Sint16 *data;
|
||||
int length;
|
||||
int position;
|
||||
int l_vol;
|
||||
int r_vol;
|
||||
} SM_voice;
|
||||
|
||||
|
||||
SM_sound sounds[SM_SOUNDS];
|
||||
SM_voice voices[SM_VOICES];
|
||||
SDL_AudioSpec audiospec;
|
||||
int die = 0;
|
||||
|
||||
|
||||
void sm_play(unsigned voice, unsigned sound, float lvol, float rvol)
|
||||
{
|
||||
if(voice >= SM_VOICES || sound >= SM_SOUNDS)
|
||||
return;
|
||||
|
||||
/* Stop voice */
|
||||
voices[voice].data = NULL;
|
||||
|
||||
/* Reprogram */
|
||||
voices[voice].length = sounds[sound].length / 2;
|
||||
voices[voice].position = 0;
|
||||
voices[voice].l_vol = (int)(lvol * 256.0);
|
||||
voices[voice].r_vol = (int)(rvol * 256.0);
|
||||
|
||||
/* Start! */
|
||||
voices[voice].data = (Sint16*)(sounds[sound].data);
|
||||
}
|
||||
|
||||
|
||||
static void sm_mixer(void *ud, Uint8 *stream, int len)
|
||||
{
|
||||
int vi, s;
|
||||
Sint16 *buf = (Sint16 *)stream;
|
||||
|
||||
/* Clear the buffer */
|
||||
memset(buf, 0, len);
|
||||
|
||||
/* 2 channels, 2 bytes/sample = 4 bytes/frame */
|
||||
len /= 4;
|
||||
|
||||
/* For each voice... */
|
||||
for(vi = 0; vi < SM_VOICES; ++vi)
|
||||
{
|
||||
SM_voice *v = &voices[vi];
|
||||
if(!v->data)
|
||||
continue;
|
||||
|
||||
/* For each sample... */
|
||||
for(s = 0; s < len; ++s)
|
||||
{
|
||||
if(v->position >= v->length)
|
||||
{
|
||||
v->data = NULL;
|
||||
break;
|
||||
}
|
||||
buf[s * 2] += v->data[v->position] * v->l_vol >> 8;
|
||||
buf[s * 2 + 1] += v->data[v->position] * v->r_vol >> 8;
|
||||
++v->position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int sm_open(void)
|
||||
{
|
||||
SDL_AudioSpec as;
|
||||
|
||||
memset(sounds, 0, sizeof(sounds));
|
||||
memset(voices, 0, sizeof(voices));
|
||||
|
||||
if(SDL_InitSubSystem(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0)
|
||||
return -2;
|
||||
|
||||
as.freq = 44100;
|
||||
as.format = AUDIO_S16SYS;
|
||||
as.channels = 2;
|
||||
as.samples = 1024;
|
||||
as.callback = sm_mixer;
|
||||
if(SDL_OpenAudio(&as, &audiospec) < 0)
|
||||
return -3;
|
||||
|
||||
if(audiospec.format != AUDIO_S16SYS)
|
||||
return -4;
|
||||
|
||||
SDL_PauseAudio(0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void sm_close(void)
|
||||
{
|
||||
int i;
|
||||
SDL_PauseAudio(1);
|
||||
for(i = 0; i < SM_VOICES; ++i)
|
||||
voices[i].data = NULL;
|
||||
SDL_CloseAudio();
|
||||
for(i = 0; i < SM_SOUNDS; ++i)
|
||||
SDL_FreeWAV(sounds[i].data);
|
||||
memset(sounds, 0, sizeof(sounds));
|
||||
memset(voices, 0, sizeof(voices));
|
||||
}
|
||||
|
||||
|
||||
void flip_endian(Uint8 *data, int length)
|
||||
{
|
||||
int i;
|
||||
for(i = 0; i < length; i += 2)
|
||||
{
|
||||
int x = data[i];
|
||||
data[i] = data[i + 1];
|
||||
data[i + 1] = x;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int sm_load(int sound, const char *file)
|
||||
{
|
||||
int failed = 0;
|
||||
SDL_AudioSpec spec;
|
||||
if(sounds[sound].data)
|
||||
SDL_FreeWAV(sounds[sound].data);
|
||||
sounds[sound].data = NULL;
|
||||
if(SDL_LoadWAV(file, &spec, &sounds[sound].data,
|
||||
&sounds[sound].length) == NULL)
|
||||
return -1;
|
||||
if(spec.freq != 44100)
|
||||
fprintf(stderr, "WARNING: File '%s' is not 44.1 kHz."
|
||||
" Might sound weird...\n", file);
|
||||
if(spec.channels != 1)
|
||||
{
|
||||
fprintf(stderr, "Only mono sounds are supported!\n");
|
||||
failed = 1;
|
||||
}
|
||||
switch(spec.format)
|
||||
{
|
||||
case AUDIO_S16LSB:
|
||||
case AUDIO_S16MSB:
|
||||
if(spec.format != AUDIO_S16SYS)
|
||||
flip_endian(sounds[sound].data, sounds[sound].length);
|
||||
break;
|
||||
default:
|
||||
fprintf(stderr, "Unsupported sample format!\n");
|
||||
failed = 1;
|
||||
break;
|
||||
}
|
||||
if(failed)
|
||||
{
|
||||
SDL_FreeWAV(sounds[sound].data);
|
||||
sounds[sound].data = NULL;
|
||||
return -2;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void breakhandler(int a)
|
||||
{
|
||||
die = 1;
|
||||
}
|
||||
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
const char *bd = "#...#...#...#..##...#...#...#.##";
|
||||
const char *cl = "....#..*....#....*..#....*..#.**";
|
||||
const char *cb = "#...*..#..*...#.#...*..#..*..*#*";
|
||||
const char *hh = "..#...#...#...#...#...#...#...#.";
|
||||
int res;
|
||||
Uint32 step = 0;
|
||||
Sint32 timer;
|
||||
SDL_Event event;
|
||||
int color = 0;
|
||||
if(SDL_Init(0) < 0)
|
||||
return -1;
|
||||
|
||||
/*
|
||||
atexit(SDL_Quit);
|
||||
signal(SIGTERM, breakhandler);
|
||||
signal(SIGINT, breakhandler);
|
||||
*/
|
||||
|
||||
if(sm_open() < 0)
|
||||
{
|
||||
fprintf(stderr, "Couldn't start mixer!\n");
|
||||
SDL_Quit();
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_SetVideoMode(320, 200, 16, SDL_SWSURFACE);
|
||||
|
||||
res = 0;
|
||||
res |= sm_load(0, "808-bassdrum.wav");
|
||||
res |= sm_load(1, "808-clap.wav");
|
||||
res |= sm_load(2, "808-cowbell.wav");
|
||||
res |= sm_load(3, "808-hihat.wav");
|
||||
if(res)
|
||||
{
|
||||
sm_close();
|
||||
SDL_Quit();
|
||||
fprintf(stderr, "Couldn't load sounds!\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
/*
|
||||
* Of course, playing this stuff would be
|
||||
* much better done in the audio callback,
|
||||
* since the timing out here jitters a lot.
|
||||
*
|
||||
* However, this is just a fun hack to get
|
||||
* the thing to make some sound, without
|
||||
* slapping in a game or something. :-)
|
||||
*/
|
||||
SDL_Delay(200);
|
||||
timer = (Sint32)SDL_GetTicks();
|
||||
while(!die)
|
||||
{
|
||||
if('#' == bd[step])
|
||||
sm_play(0, 0, 1.0, 1.0);
|
||||
|
||||
if('#' == cl[step])
|
||||
sm_play(1, 1, 0.6, 0.5);
|
||||
else if('*' == cl[step])
|
||||
sm_play(1, 1, 0.2, 0.3);
|
||||
|
||||
if('#' == cb[step])
|
||||
sm_play(2, 2, 0.3, 0.2);
|
||||
else if('*' == cb[step])
|
||||
sm_play(2, 2, 0.1, 0.2);
|
||||
|
||||
if('#' == hh[step])
|
||||
sm_play(3, 3, 0.3, 0.4);
|
||||
|
||||
step = (step + 1) % 32;
|
||||
|
||||
timer += 120;
|
||||
|
||||
while(SDL_PollEvent(&event) > 0)
|
||||
{
|
||||
if(event.type & (SDL_KEYUP | SDL_KEYDOWN))
|
||||
{
|
||||
Uint8 *keys = SDL_GetKeyState(NULL);
|
||||
if(keys[SDLK_ESCAPE])
|
||||
die = 1;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_FillRect(SDL_GetVideoSurface(), NULL, color);
|
||||
color += 10;
|
||||
SDL_Flip(SDL_GetVideoSurface()); // Program is required to call SDL_Flip(), or it will invoke Application Not Responding dialog
|
||||
|
||||
while(((Sint32)SDL_GetTicks() - timer) < 0)
|
||||
SDL_Delay(10);
|
||||
}
|
||||
|
||||
sm_close();
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user