ampler/ampler.c

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C
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// ampler.c
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#include "ampler.h"
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#include "random.c"
#include "markov.c"
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#include "audio.c"
#include "draw.c"
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Ampler_state *init() {
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Ampler_state *state = malloc(sizeof (Ampler_state));
SDL_memset(state, 0, sizeof (Ampler_state));
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state -> size = sizeof (Ampler_state);
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SDL_AudioSpec want = { 0 }, have = { 0 };
want.freq = SAMPLE_RATE;
want.format = AUDIO_S16;
want.channels = CHANNELS;
want.samples = 512;
want.callback = NULL; // use que funcs
want.userdata = NULL;
state -> playdev = SDL_OpenAudioDevice(
NULL, // default device
0, // not capture
&want,
&have,
0 // no changes allowed
);
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if !(state -> playdev) do
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puts(SDL_GetError());
state -> recdev = SDL_OpenAudioDevice(
NULL, // default device
1, // is capture
&want,
&have,
0 // no changes allowed
);
if !(state -> playdev) do
puts(SDL_GetError());
// TODO: iterate a directory to load samples
load_sample(state, "./mix.wav");
//load_sample(state, "./haunted.wav");
//load_sample(state, "./loop2.wav");
//load_sample(state, "./loop.wav");
//load_sample(state, "./chord.wav");
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puts("init.");
return state;
}
int ampler_main(SDL_Window *w, SDL_Renderer *r, Ampler_state **u_data) {
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if *u_data == NULL do *u_data = init();
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u32 old_size = (*u_data) -> size, new_size = sizeof(Ampler_state);
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if old_size < new_size do {
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printf("increasing size. %i to %i\n", old_size, new_size);
Ampler_state *nu = malloc(new_size);
SDL_memset(nu, 0, new_size);
SDL_memcpy(nu, *u_data, old_size);
nu -> size = new_size;
free(*u_data);
*u_data = nu;
}
Ampler_state *state = *u_data;
// TODO:
// Main loop perf timing diff bits, with SDL_GetPerformanceCounter
// put results in state for last frame's perf, so that we can draw it
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SDL_SetWindowTitle(w, "ampler");
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SDL_PauseAudioDevice(state -> playdev, 0); // unpause audio
SDL_PauseAudioDevice(state -> recdev, 0); // unpause audio
udp_init(state);
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while 1 do {
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SDL_Event e;
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while SDL_PollEvent(&e) do
if e.type == SDL_QUIT do
goto quit;
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udp_frame(state);
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state -> played_audio_last_frame = audio_frame(state);
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draw_frame(w, r, state);
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// CLEAR UDP MESSAGES, but only after we've played them
if state -> played_audio_last_frame do
foreach_ptr(Udp_msg, msg, state -> messages)
msg -> state = MSG_FREE;
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SDL_Delay(1);
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if !remove("reload-trigger") do {
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SDL_PauseAudioDevice(state -> playdev, 1); // pause audio
SDL_PauseAudioDevice(state -> recdev, 1); // pause audio
udp_quit(state);
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puts("removed reload-trigger, reloading...");
return 0;
}
}
quit:
udp_quit(state);
return 1;
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}