Simple DirectMedia Layer


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/p>

:

 #define NUM_SOUNDS 2struct sample { Uint8 *data; Uint32 dpos; Uint32 dlen;} sounds[NUM_SOUNDS]; void mixaudio(void *unused, Uint8 *stream, int len){ int i; Uint32 amount;  for ( i=0; i<NUM_SOUNDS; ++i ) { amount = (sounds[i].dlen-sounds[i].dpos); if ( amount > len ) { amount = len; } SDL_MixAudio(stream, &sounds[i].data[sounds[i].dpos], amount, SDL_MIX_MAXVOLUME); sounds[i].dpos += amount; }} void PlaySound(char *file){ int index; SDL_AudioSpec wave; Uint8 *data; Uint32 dlen; SDL_AudioCVT cvt;  /* ( ) */ for ( index=0; index<NUM_SOUNDS; ++index ) { if ( sounds[index].dpos == sounds[index].dlen ) { break; } } if ( index == NUM_SOUNDS ) return;  /* 16-bit stereo 22kHz */ if ( SDL_LoadWAV(file, &wave, &data, &dlen) == NULL ) { fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError()); return; } SDL_BuildAudioCVT(&cvt, wave.format, wave.channels, wave.freq, AUDIO_S16, 2, 22050); cvt.buf = malloc(dlen*cvt.len_mult); memcpy(cvt.buf, data, dlen); cvt.len = dlen; SDL_ConvertAudio(&cvt); SDL_FreeWAV(data);  /* ( ) */ if ( sounds[index].data ) { free(sounds[index].data); } SDL_LockAudio(); sounds[index].data = cvt.buf; sounds[index].dlen = cvt.len_cvt; sounds[index].dpos = 0; SDL_UnlockAudio();}

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