From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../examples/audio/01-simple-playback/README.txt | 5 - .../audio/01-simple-playback/simple-playback.c | 103 ---------------- .../audio/02-simple-playback-callback/README.txt | 5 - .../simple-playback-callback.c | 115 ------------------ .../examples/audio/03-load-wav/README.txt | 5 - .../examples/audio/03-load-wav/load-wav.c | 103 ---------------- .../examples/audio/04-multiple-streams/README.txt | 5 - .../audio/04-multiple-streams/multiple-streams.c | 135 --------------------- contrib/SDL-3.2.8/examples/audio/onmouseover.webp | Bin 176470 -> 0 bytes contrib/SDL-3.2.8/examples/audio/thumbnail.png | Bin 14221 -> 0 bytes 10 files changed, 476 deletions(-) delete mode 100644 contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt delete mode 100644 contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c delete mode 100644 contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/README.txt delete mode 100644 contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c delete mode 100644 contrib/SDL-3.2.8/examples/audio/03-load-wav/README.txt delete mode 100644 contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c delete mode 100644 contrib/SDL-3.2.8/examples/audio/04-multiple-streams/README.txt delete mode 100644 contrib/SDL-3.2.8/examples/audio/04-multiple-streams/multiple-streams.c delete mode 100644 contrib/SDL-3.2.8/examples/audio/onmouseover.webp delete mode 100644 contrib/SDL-3.2.8/examples/audio/thumbnail.png (limited to 'contrib/SDL-3.2.8/examples/audio') diff --git a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt b/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt deleted file mode 100644 index 20ad059..0000000 --- a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code creates a simple audio stream for playing sound, and -generates a sine wave sound effect for it to play as time goes on. This is the -simplest way to get up and running with procedural sound. diff --git a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c b/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c deleted file mode 100644 index 15126e5..0000000 --- a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c +++ /dev/null @@ -1,103 +0,0 @@ -/* - * This example code creates a simple audio stream for playing sound, and - * generates a sine wave sound effect for it to play as time goes on. This - * is the simplest way to get up and running with procedural sound. - * - * This code is public domain. Feel free to use it for any purpose! - */ - -#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ -#include -#include - -/* We will use this renderer to draw into this window every frame. */ -static SDL_Window *window = NULL; -static SDL_Renderer *renderer = NULL; -static SDL_AudioStream *stream = NULL; -static int current_sine_sample = 0; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_AudioSpec spec; - - SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* we don't _need_ a window for audio-only things but it's good policy to have one. */ - if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* We're just playing a single thing here, so we'll use the simplified option. - We are always going to feed audio in as mono, float32 data at 8000Hz. - The stream will convert it to whatever the hardware wants on the other side. */ - spec.channels = 1; - spec.format = SDL_AUDIO_F32; - spec.freq = 8000; - stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); - if (!stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ - SDL_ResumeAudioStreamDevice(stream); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ -SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) -{ - if (event->type == SDL_EVENT_QUIT) { - return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ - } - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once per frame, and is the heart of the program. */ -SDL_AppResult SDL_AppIterate(void *appstate) -{ - /* see if we need to feed the audio stream more data yet. - We're being lazy here, but if there's less than half a second queued, generate more. - A sine wave is unchanging audio--easy to stream--but for video games, you'll want - to generate significantly _less_ audio ahead of time! */ - const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */ - if (SDL_GetAudioStreamQueued(stream) < minimum_audio) { - static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */ - int i; - - /* generate a 440Hz pure tone */ - for (i = 0; i < SDL_arraysize(samples); i++) { - const int freq = 440; - const float phase = current_sine_sample * freq / 8000.0f; - samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); - current_sine_sample++; - } - - /* wrapping around to avoid floating-point errors */ - current_sine_sample %= 8000; - - /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ - SDL_PutAudioStreamData(stream, samples, sizeof (samples)); - } - - /* we're not doing anything with the renderer, so just blank it out. */ - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/README.txt b/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/README.txt deleted file mode 100644 index 888ae34..0000000 --- a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code creates a simple audio stream for playing sound, and -generates a sine wave sound effect for it to play as time goes on. Unlike -the previous example, this uses a callback to generate sound. diff --git a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c b/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c deleted file mode 100644 index c011c72..0000000 --- a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c +++ /dev/null @@ -1,115 +0,0 @@ -/* - * This example code creates a simple audio stream for playing sound, and - * generates a sine wave sound effect for it to play as time goes on. Unlike - * the previous example, this uses a callback to generate sound. - * - * This might be the path of least resistance if you're moving an SDL2 - * program's audio code to SDL3. - * - * This code is public domain. Feel free to use it for any purpose! - */ - -#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ -#include -#include - -/* We will use this renderer to draw into this window every frame. */ -static SDL_Window *window = NULL; -static SDL_Renderer *renderer = NULL; -static SDL_AudioStream *stream = NULL; -static int current_sine_sample = 0; - -/* this function will be called (usually in a background thread) when the audio stream is consuming data. */ -static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount) -{ - /* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs - than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what - it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the - hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more - than necessary. */ - additional_amount /= sizeof (float); /* convert from bytes to samples */ - while (additional_amount > 0) { - float samples[128]; /* this will feed 128 samples each iteration until we have enough. */ - const int total = SDL_min(additional_amount, SDL_arraysize(samples)); - int i; - - /* generate a 440Hz pure tone */ - for (i = 0; i < total; i++) { - const int freq = 440; - const float phase = current_sine_sample * freq / 8000.0f; - samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); - current_sine_sample++; - } - - /* wrapping around to avoid floating-point errors */ - current_sine_sample %= 8000; - - /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ - SDL_PutAudioStreamData(astream, samples, total * sizeof (float)); - additional_amount -= total; /* subtract what we've just fed the stream. */ - } -} - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_AudioSpec spec; - - SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* we don't _need_ a window for audio-only things but it's good policy to have one. */ - if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* We're just playing a single thing here, so we'll use the simplified option. - We are always going to feed audio in as mono, float32 data at 8000Hz. - The stream will convert it to whatever the hardware wants on the other side. */ - spec.channels = 1; - spec.format = SDL_AUDIO_F32; - spec.freq = 8000; - stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, FeedTheAudioStreamMore, NULL); - if (!stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ - SDL_ResumeAudioStreamDevice(stream); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ -SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) -{ - if (event->type == SDL_EVENT_QUIT) { - return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ - } - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once per frame, and is the heart of the program. */ -SDL_AppResult SDL_AppIterate(void *appstate) -{ - /* we're not doing anything with the renderer, so just blank it out. */ - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - /* all the work of feeding the audio stream is happening in a callback in a background thread. */ - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/audio/03-load-wav/README.txt b/contrib/SDL-3.2.8/examples/audio/03-load-wav/README.txt deleted file mode 100644 index 57eb90c..0000000 --- a/contrib/SDL-3.2.8/examples/audio/03-load-wav/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code creates a simple audio stream for playing sound, and -loads a .wav file that is pushed through the stream in a loop. - diff --git a/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c b/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c deleted file mode 100644 index c517e5d..0000000 --- a/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c +++ /dev/null @@ -1,103 +0,0 @@ -/* - * This example code creates a simple audio stream for playing sound, and - * loads a .wav file that is pushed through the stream in a loop. - * - * This code is public domain. Feel free to use it for any purpose! - * - * The .wav file is a sample from Will Provost's song, The Living Proof, - * used with permission. - * - * From the album The Living Proof - * Publisher: 5 Guys Named Will - * Copyright 1996 Will Provost - * https://itunes.apple.com/us/album/the-living-proof/id4153978 - * http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH - */ - -#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ -#include -#include - -/* We will use this renderer to draw into this window every frame. */ -static SDL_Window *window = NULL; -static SDL_Renderer *renderer = NULL; -static SDL_AudioStream *stream = NULL; -static Uint8 *wav_data = NULL; -static Uint32 wav_data_len = 0; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_AudioSpec spec; - char *wav_path = NULL; - - SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* we don't _need_ a window for audio-only things but it's good policy to have one. */ - if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Load the .wav file from wherever the app is being run from. */ - SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */ - if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) { - SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(wav_path); /* done with this string. */ - - /* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */ - stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); - if (!stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ - SDL_ResumeAudioStreamDevice(stream); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ -SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) -{ - if (event->type == SDL_EVENT_QUIT) { - return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ - } - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once per frame, and is the heart of the program. */ -SDL_AppResult SDL_AppIterate(void *appstate) -{ - /* see if we need to feed the audio stream more data yet. - We're being lazy here, but if there's less than the entire wav file left to play, - just shove a whole copy of it into the queue, so we always have _tons_ of - data queued for playback. */ - if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) { - /* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ - SDL_PutAudioStreamData(stream, wav_data, wav_data_len); - } - - /* we're not doing anything with the renderer, so just blank it out. */ - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */ - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/README.txt b/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/README.txt deleted file mode 100644 index 9ef2275..0000000 --- a/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code loads two .wav files, puts them an audio streams and binds -them for playback, repeating both sounds on loop. This shows several streams -mixing into a single playback device. diff --git a/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/multiple-streams.c b/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/multiple-streams.c deleted file mode 100644 index 8d3bfaa..0000000 --- a/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/multiple-streams.c +++ /dev/null @@ -1,135 +0,0 @@ -/* - * This example code loads two .wav files, puts them an audio streams and - * binds them for playback, repeating both sounds on loop. This shows several - * streams mixing into a single playback device. - * - * This code is public domain. Feel free to use it for any purpose! - */ - -#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ -#include -#include - -/* We will use this renderer to draw into this window every frame. */ -static SDL_Window *window = NULL; -static SDL_Renderer *renderer = NULL; -static SDL_AudioDeviceID audio_device = 0; - -/* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */ -typedef struct Sound { - Uint8 *wav_data; - Uint32 wav_data_len; - SDL_AudioStream *stream; -} Sound; - -static Sound sounds[2]; - -static bool init_sound(const char *fname, Sound *sound) -{ - bool retval = false; - SDL_AudioSpec spec; - char *wav_path = NULL; - - /* Load the .wav files from wherever the app is being run from. */ - SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */ - if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) { - SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); - return false; - } - - /* Create an audio stream. Set the source format to the wav's format (what - we'll input), leave the dest format NULL here (it'll change to what the - device wants once we bind it). */ - sound->stream = SDL_CreateAudioStream(&spec, NULL); - if (!sound->stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - } else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */ - SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError()); - } else { - retval = true; /* success! */ - } - - SDL_free(wav_path); /* done with this string. */ - return retval; -} - - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - - SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */ - audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL); - if (audio_device == 0) { - SDL_Log("Couldn't open audio device: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!init_sound("sample.wav", &sounds[0])) { - return SDL_APP_FAILURE; - } else if (!init_sound("sword.wav", &sounds[1])) { - return SDL_APP_FAILURE; - } - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ -SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) -{ - if (event->type == SDL_EVENT_QUIT) { - return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ - } - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once per frame, and is the heart of the program. */ -SDL_AppResult SDL_AppIterate(void *appstate) -{ - int i; - - for (i = 0; i < SDL_arraysize(sounds); i++) { - /* If less than a full copy of the audio is queued for playback, put another copy in there. - This is overkill, but easy when lots of RAM is cheap. One could be more careful and - queue less at a time, as long as the stream doesn't run dry. */ - if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) { - SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len); - } - } - - /* just blank the screen. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - int i; - - SDL_CloseAudioDevice(audio_device); - - for (i = 0; i < SDL_arraysize(sounds); i++) { - if (sounds[i].stream) { - SDL_DestroyAudioStream(sounds[i].stream); - } - SDL_free(sounds[i].wav_data); - } - - /* SDL will clean up the window/renderer for us. */ -} diff --git a/contrib/SDL-3.2.8/examples/audio/onmouseover.webp b/contrib/SDL-3.2.8/examples/audio/onmouseover.webp deleted file mode 100644 index 1f3ba4b..0000000 Binary files a/contrib/SDL-3.2.8/examples/audio/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/audio/thumbnail.png b/contrib/SDL-3.2.8/examples/audio/thumbnail.png deleted file mode 100644 index 10bc6c8..0000000 Binary files a/contrib/SDL-3.2.8/examples/audio/thumbnail.png and /dev/null differ -- cgit v1.2.3