prosperon/source/engine/thirdparty/TinySoundFont/examples/example1.c

87 lines
3.4 KiB
C

#define TSF_IMPLEMENTATION
#include "../tsf.h"
#include "minisdl_audio.h"
//This is a minimal SoundFont with a single loopin saw-wave sample/instrument/preset (484 bytes)
const static unsigned char MinimalSoundFont[] =
{
#define TEN0 0,0,0,0,0,0,0,0,0,0
'R','I','F','F',220,1,0,0,'s','f','b','k',
'L','I','S','T',88,1,0,0,'p','d','t','a',
'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,
'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,
'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,
'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,
'i','g','e','n',12,0,0,0,54,0,1,0,53,0,0,0,0,0,0,0,
'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,
'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,
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
};
// Holds the global instance pointer
static tsf* g_TinySoundFont;
// Callback function called by the audio thread
static void AudioCallback(void* data, Uint8 *stream, int len)
{
// Note we don't do any thread concurrency control here because in this
// example all notes are started before the audio playback begins.
// If you do play notes while the audio thread renders output you
// will need a mutex of some sort.
int SampleCount = (len / (2 * sizeof(short))); //2 output channels
tsf_render_short(g_TinySoundFont, (short*)stream, SampleCount, 0);
}
int main(int argc, char *argv[])
{
// Define the desired audio output format we request
SDL_AudioSpec OutputAudioSpec;
OutputAudioSpec.freq = 44100;
OutputAudioSpec.format = AUDIO_S16;
OutputAudioSpec.channels = 2;
OutputAudioSpec.samples = 4096;
OutputAudioSpec.callback = AudioCallback;
// Initialize the audio system
if (SDL_AudioInit(NULL) < 0)
{
fprintf(stderr, "Could not initialize audio hardware or driver\n");
return 1;
}
// Load the SoundFont from the memory block
g_TinySoundFont = tsf_load_memory(MinimalSoundFont, sizeof(MinimalSoundFont));
if (!g_TinySoundFont)
{
fprintf(stderr, "Could not load soundfont\n");
return 1;
}
// Set the rendering output mode to 44.1khz and -10 decibel gain
tsf_set_output(g_TinySoundFont, TSF_STEREO_INTERLEAVED, OutputAudioSpec.freq, -10);
// Start two notes before starting the audio playback
tsf_note_on(g_TinySoundFont, 0, 48, 1.0f); //C2
tsf_note_on(g_TinySoundFont, 0, 52, 1.0f); //E2
// Request the desired audio output format
if (SDL_OpenAudio(&OutputAudioSpec, NULL) < 0)
{
fprintf(stderr, "Could not open the audio hardware or the desired audio output format\n");
return 1;
}
// Start the actual audio playback here
// The audio thread will begin to call our AudioCallback function
SDL_PauseAudio(0);
// Let the audio callback play some sound for 3 seconds
SDL_Delay(3000);
// We could call tsf_close(g_TinySoundFont) and SDL_DestroyMutex(g_Mutex)
// here to free the memory and resources but we just let the OS clean up
// because the process ends here.
return 0;
}