SDL,即简单的DirectMedia Layer是一个跨平台开发库,旨在通过OpenGL和Direct3D提供对音频,键盘,鼠标,游戏杆和图形硬件的低级访问。 它被视频播放软件,模拟器和流行游戏使用,包括Valve的获奖产品目录和许多Humble Bundle游戏。
SDL正式支持Windows,Mac OS X,Linux,iOS和Android。 其他平台的支持可以在源代码中找到。
SDL是用C语言编写的,使用C ++进行本地工作,并且还有其他几种语言的绑定,包括C#和Python。
SDL 2.0是根据zlib许可证分发的。 此许可证允许您在任何软件中免费使用SDL。
SDL官网地址:https://www.libsdl.org/
SDL2-CS 是C#版本的SDL工具库:https://github.com/flibitijibibo/SDL2-CS。
英文原文地址(SDL2.0.7):http://sdl.beuc.net/sdl.wiki/Audio_Examples
英文原文地址(SDL1.2.15):https://www.libsdl.org/release/SDL-1.2.15/docs/html/guideaudioexamples.html
SDL_AudioSpec wanted;
extern void fill_audio(void *udata, Uint8 *stream, int len);
/* Set the audio format */
wanted.freq = 22050;
wanted.format = AUDIO_S16;
wanted.channels = 2; /* 1 = mono, 2 = stereo */
wanted.samples = 1024; /* Good low-latency value for callback */
wanted.callback = fill_audio;
wanted.userdata = NULL;
/* Open the audio device, forcing the desired format */
if ( SDL_OpenAudio(&wanted, NULL) < 0 ) {
fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
return(-1);
}
return(0);
static Uint8 *audio_chunk;
static Uint32 audio_len;
static Uint8 *audio_pos;
/* The audio function callback takes the following parameters:
stream: A pointer to the audio buffer to be filled
len: The length (in bytes) of the audio buffer
*/
void fill_audio(void *udata, Uint8 *stream, int len)
{
/* Only play if we have data left */
if ( audio_len == 0 )
return;
/* Mix as much data as possible */
len = ( len > audio_len ? audio_len : len );
SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);
audio_pos += len;
audio_len -= len;
}
/* Load the audio data ... */
;;;;;
audio_pos = audio_chunk;
/* Let the callback function play the audio chunk */
SDL_PauseAudio(0);
/* Do some processing */
;;;;;
/* Wait for sound to complete */
while ( audio_len > 0 ) {
SDL_Delay(100); /* Sleep 1/10 second */
}
SDL_CloseAudio();
#include <iostream>
#include <cmath>
#include "SDL/SDL.h"
#include "SDL/SDL_main.h"
/* linker options: -lmingw32 -lSDLmain -lSDL -mwindows */
using namespace std;
unsigned int sampleFrequency = 0;
unsigned int audioBufferSize = 0;
unsigned int outputAudioBufferSize = 0;
unsigned int freq1 = 1000;
unsigned int fase1 = 0;
unsigned int freq2 = 5000;
unsigned int fase2 = 0;
void example_mixaudio(void *unused, Uint8 *stream, int len) {
unsigned int bytesPerPeriod1 = sampleFrequency / freq1;
unsigned int bytesPerPeriod2 = sampleFrequency / freq2;
for (int i=0;i<len;i++) {
int channel1 = int(150*sin(fase1*6.28/bytesPerPeriod1));
int channel2 = int(150*sin(fase2*6.28/bytesPerPeriod2));
int outputValue = channel1 + channel2; // just add the channels
if (outputValue > 127) outputValue = 127; // and clip the result
if (outputValue < -128) outputValue = -128; // this seems a crude method, but works very well
stream[i] = outputValue;
fase1++;
fase1 %= bytesPerPeriod1;
fase2++;
fase2 %= bytesPerPeriod2;
}
}
int main(int argc, char *argv[])
{
if( SDL_Init(SDL_INIT_TIMER | SDL_INIT_AUDIO ) <0 ) {
cout << "Unable to init SDL: " << SDL_GetError() << endl;
return 1;
}
/* setup audio */
SDL_AudioSpec *desired, *obtained;
/* Allocate a desired SDL_AudioSpec */
desired = (SDL_AudioSpec *) malloc(sizeof(SDL_AudioSpec));
/* Allocate space for the obtained SDL_AudioSpec */
obtained = (SDL_AudioSpec *) malloc(sizeof(SDL_AudioSpec));
/* choose a samplerate and audio-format */
desired->freq = 44100;
desired->format = AUDIO_S8;
/* Large audio buffers reduces risk of dropouts but increases response time.
*
* You should always check if you actually GOT the audiobuffer size you wanted,
* note that not hardware supports all buffer sizes (< 2048 bytes gives problems with some
* hardware). Older versions of SDL had a bug that caused many configuration to use a
* buffersize of 11025 bytes, if your sdl.dll is approx. 1 Mb in stead of 220 Kb, download
* v1.2.8 of SDL or better...)
*/
desired->samples = 4096;
/* Our callback function */
desired->callback=example_mixaudio;
desired->userdata=NULL;
desired->channels = 1;
/* Open the audio device and start playing sound! */
if ( SDL_OpenAudio(desired, obtained) < 0 ) {
fprintf(stderr, "AudioMixer, Unable to open audio: %s\n", SDL_GetError());
exit(1);
}
audioBufferSize = obtained->samples;
sampleFrequency = obtained->freq;
/* if the format is 16 bit, two bytes are written for every sample */
if (obtained->format==AUDIO_U16 || obtained->format==AUDIO_S16) {
outputAudioBufferSize = 2*audioBufferSize;
} else {
outputAudioBufferSize = audioBufferSize;
}
SDL_Surface *screen = SDL_SetVideoMode(200,200, 16, SDL_SWSURFACE);
SDL_WM_SetCaption("Audio Example",0);
SDL_PauseAudio(0);
bool running = true;
SDL_Event event;
while (running) {
while (SDL_PollEvent(&event)) {
/* GLOBAL KEYS / EVENTS */
switch (event.type) {
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
running = false;
break;
default: break;
}
break;
case SDL_QUIT:
running = false;
break;
}
SDL_Delay(1);
}
SDL_Delay(1);
}
SDL_Quit();
return EXIT_SUCCESS;
}
https://www.libsdl.org/release/SDL-1.2.15/docs/html/index.html