diff --git a/project/jni/application/simplemixer/AndroidAppSettings.cfg b/project/jni/application/simplemixer/AndroidAppSettings.cfg new file mode 100644 index 000000000..6e74d794d --- /dev/null +++ b/project/jni/application/simplemixer/AndroidAppSettings.cfg @@ -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='^' diff --git a/project/jni/application/simplemixer/AndroidData/data.zip b/project/jni/application/simplemixer/AndroidData/data.zip new file mode 100644 index 000000000..bfa6072b7 Binary files /dev/null and b/project/jni/application/simplemixer/AndroidData/data.zip differ diff --git a/project/jni/application/simplemixer/COPYING b/project/jni/application/simplemixer/COPYING new file mode 100644 index 000000000..dc63aaca0 --- /dev/null +++ b/project/jni/application/simplemixer/COPYING @@ -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 + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. 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It is safest +to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) 19yy + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) 19yy name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Library General +Public License instead of this License. diff --git a/project/jni/application/simplemixer/ChangeLog b/project/jni/application/simplemixer/ChangeLog new file mode 100644 index 000000000..e7aaae0a1 --- /dev/null +++ b/project/jni/application/simplemixer/ChangeLog @@ -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 diff --git a/project/jni/application/simplemixer/README b/project/jni/application/simplemixer/README new file mode 100644 index 000000000..0fa58819e --- /dev/null +++ b/project/jni/application/simplemixer/README @@ -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 diff --git a/project/jni/application/simplemixer/README.SOUNDS b/project/jni/application/simplemixer/README.SOUNDS new file mode 100644 index 000000000..e410cf74e --- /dev/null +++ b/project/jni/application/simplemixer/README.SOUNDS @@ -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 : + +"00." would be a file whose first (and only, +in this case) knob was set to 0.0 (or the minimum position). + +"25." would be a file whose first (and only, +in this case) knob was set to 2.5. + +"50." would be a file whose first (and only, +in this case) knob was set to 5.0 (or the middle position). + +"75." would be a file whose first (and only, +in this case) knob was set to 7.5. + +"10." 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.". 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.". 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 + + + + diff --git a/project/jni/application/simplemixer/icon.png b/project/jni/application/simplemixer/icon.png new file mode 100644 index 000000000..b3614e149 Binary files /dev/null and b/project/jni/application/simplemixer/icon.png differ diff --git a/project/jni/application/simplemixer/makefile b/project/jni/application/simplemixer/makefile new file mode 100644 index 000000000..5b8f8f93c --- /dev/null +++ b/project/jni/application/simplemixer/makefile @@ -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} diff --git a/project/jni/application/simplemixer/simplemixer.c b/project/jni/application/simplemixer/simplemixer.c new file mode 100644 index 000000000..2900569fb --- /dev/null +++ b/project/jni/application/simplemixer/simplemixer.c @@ -0,0 +1,288 @@ +/* + * SimpleMixer 1.1 + * + * Simple sound mixing example for SDL. + * + * (C) David Olofson, 2003 + */ + +#include +#include +#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; +}