i am having problems understanding how the audio part of the sdl library works now, i know that when you initialize it, you have to specify the frequency and a >>callback<
A boiled-down variant of the beeper-example, reduced to the bare minimum (with error-handling).
#include
#include
#include
const int AMPLITUDE = 28000;
const int SAMPLE_RATE = 44100;
void audio_callback(void *user_data, Uint8 *raw_buffer, int bytes)
{
Sint16 *buffer = (Sint16*)raw_buffer;
int length = bytes / 2; // 2 bytes per sample for AUDIO_S16SYS
int &sample_nr(*(int*)user_data);
for(int i = 0; i < length; i++, sample_nr++)
{
double time = (double)sample_nr / (double)SAMPLE_RATE;
buffer[i] = (Sint16)(AMPLITUDE * sin(2.0f * M_PI * 441.0f * time)); // render 441 HZ sine wave
}
}
int main(int argc, char *argv[])
{
if(SDL_Init(SDL_INIT_AUDIO) != 0) SDL_Log("Failed to initialize SDL: %s", SDL_GetError());
int sample_nr = 0;
SDL_AudioSpec want;
want.freq = SAMPLE_RATE; // number of samples per second
want.format = AUDIO_S16SYS; // sample type (here: signed short i.e. 16 bit)
want.channels = 1; // only one channel
want.samples = 2048; // buffer-size
want.callback = audio_callback; // function SDL calls periodically to refill the buffer
want.userdata = &sample_nr; // counter, keeping track of current sample number
SDL_AudioSpec have;
if(SDL_OpenAudio(&want, &have) != 0) SDL_LogError(SDL_LOG_CATEGORY_AUDIO, "Failed to open audio: %s", SDL_GetError());
if(want.format != have.format) SDL_LogError(SDL_LOG_CATEGORY_AUDIO, "Failed to get the desired AudioSpec");
SDL_PauseAudio(0); // start playing sound
SDL_Delay(1000); // wait while sound is playing
SDL_PauseAudio(1); // stop playing sound
SDL_CloseAudio();
return 0;
}