diff options
Diffstat (limited to 'example1.c')
| -rw-r--r-- | example1.c | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/example1.c b/example1.c new file mode 100644 index 0000000..ce38a7c --- /dev/null +++ b/example1.c @@ -0,0 +1,86 @@ +#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;
+}
|
