87 lines
3.4 KiB
C
87 lines
3.4 KiB
C
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#define TSF_IMPLEMENTATION
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#include "../tsf.h"
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#include "minisdl_audio.h"
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//This is a minimal SoundFont with a single loopin saw-wave sample/instrument/preset (484 bytes)
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const static unsigned char MinimalSoundFont[] =
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{
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#define TEN0 0,0,0,0,0,0,0,0,0,0
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'R','I','F','F',220,1,0,0,'s','f','b','k',
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'L','I','S','T',88,1,0,0,'p','d','t','a',
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'p','h','d','r',76,TEN0,TEN0,TEN0,TEN0,0,0,0,0,TEN0,0,0,0,0,0,0,0,255,0,255,0,1,TEN0,0,0,0,
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'p','b','a','g',8,0,0,0,0,0,0,0,1,0,0,0,'p','m','o','d',10,TEN0,0,0,0,'p','g','e','n',8,0,0,0,41,0,0,0,0,0,0,0,
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'i','n','s','t',44,TEN0,TEN0,0,0,0,0,0,0,0,0,TEN0,0,0,0,0,0,0,0,1,0,
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'i','b','a','g',8,0,0,0,0,0,0,0,2,0,0,0,'i','m','o','d',10,TEN0,0,0,0,
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'i','g','e','n',12,0,0,0,54,0,1,0,53,0,0,0,0,0,0,0,
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's','h','d','r',92,TEN0,TEN0,0,0,0,0,0,0,0,50,0,0,0,0,0,0,0,49,0,0,0,34,86,0,0,60,0,0,0,1,TEN0,TEN0,TEN0,TEN0,0,0,0,0,0,0,0,
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'L','I','S','T',112,0,0,0,'s','d','t','a','s','m','p','l',100,0,0,0,86,0,119,3,31,7,147,10,43,14,169,17,58,21,189,24,73,28,204,31,73,35,249,38,46,42,71,46,250,48,150,53,242,55,126,60,151,63,108,66,126,72,207,
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70,86,83,100,72,74,100,163,39,241,163,59,175,59,179,9,179,134,187,6,186,2,194,5,194,15,200,6,202,96,206,159,209,35,213,213,216,45,220,221,223,76,227,221,230,91,234,242,237,105,241,8,245,118,248,32,252
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};
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// Holds the global instance pointer
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static tsf* g_TinySoundFont;
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// Callback function called by the audio thread
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static void AudioCallback(void* data, Uint8 *stream, int len)
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{
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// Note we don't do any thread concurrency control here because in this
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// example all notes are started before the audio playback begins.
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// If you do play notes while the audio thread renders output you
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// will need a mutex of some sort.
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int SampleCount = (len / (2 * sizeof(short))); //2 output channels
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tsf_render_short(g_TinySoundFont, (short*)stream, SampleCount, 0);
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}
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int main(int argc, char *argv[])
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{
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// Define the desired audio output format we request
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SDL_AudioSpec OutputAudioSpec;
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OutputAudioSpec.freq = 44100;
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OutputAudioSpec.format = AUDIO_S16;
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OutputAudioSpec.channels = 2;
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OutputAudioSpec.samples = 4096;
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OutputAudioSpec.callback = AudioCallback;
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// Initialize the audio system
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if (SDL_AudioInit(NULL) < 0)
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{
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fprintf(stderr, "Could not initialize audio hardware or driver\n");
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return 1;
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}
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// Load the SoundFont from the memory block
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g_TinySoundFont = tsf_load_memory(MinimalSoundFont, sizeof(MinimalSoundFont));
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if (!g_TinySoundFont)
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{
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fprintf(stderr, "Could not load soundfont\n");
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return 1;
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}
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// Set the rendering output mode to 44.1khz and -10 decibel gain
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tsf_set_output(g_TinySoundFont, TSF_STEREO_INTERLEAVED, OutputAudioSpec.freq, -10);
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// Start two notes before starting the audio playback
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tsf_note_on(g_TinySoundFont, 0, 48, 1.0f); //C2
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tsf_note_on(g_TinySoundFont, 0, 52, 1.0f); //E2
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// Request the desired audio output format
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if (SDL_OpenAudio(&OutputAudioSpec, NULL) < 0)
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{
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fprintf(stderr, "Could not open the audio hardware or the desired audio output format\n");
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return 1;
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}
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// Start the actual audio playback here
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// The audio thread will begin to call our AudioCallback function
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SDL_PauseAudio(0);
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// Let the audio callback play some sound for 3 seconds
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SDL_Delay(3000);
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// We could call tsf_close(g_TinySoundFont) and SDL_DestroyMutex(g_Mutex)
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// here to free the memory and resources but we just let the OS clean up
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// because the process ends here.
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return 0;
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}
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